Archive: Gaming

Microsoft post Kinect

Where’s the Microsoft that hailed the Xbox One as the digital, “all in one” future of our living rooms? Now that the gaming console is available without Kinect, it’s a future that feels increasingly out of reach.

Granted, decoupling Kinect is a shrewd decision to spike sales and reach price parity with the PS4. And with fickle voice commands and a virtually non-existent Kinect gaming lineup, Microsoft hasn’t justified Kinect’s required bundling. Yet I’m worried this is a short term business call that could hobble the Xbox One in the long run.

With Kinect originally bundled with every Xbox One sold, Microsoft had a multimedia and convergence angle over the PS4. The accessory adds voice control, motion gaming, an IR blaster to control your cable box, Skype, interactive fitness classes and much more. While much of its ambition wasn’t realized on day one, the long term potential is enormous; it’s Microsoft’s trojan horse of a gaming console to win over a larger general public. If traditional core console gaming falls out of favor long term, Microsoft would be far better equipped to pivot with a Kinect attached to every Xbox.

Now without Kinect, the PS4 pulls ahead of the Xbox One in several tangible ways. First, raw performance, as evidenced by better frame rates and higher resolutions across several multi-platform titles. It’s a tiny, even negligible factor for every day consumers, but a potential selling factor among core gamers. Also the PS4 trumps Xbox on indie releases as well; Microsoft has been playing catch up with their ID@Xbox division, but their releases are less notable and diverse than Sony’s.

Finally, there’s the user interface, an underrated factor among a mainstream audience. While the PS4 “horizontal ribbon” style UI is a bit simplistic and lacks customization, it works effectively for launching games and tracking online activity. The XBox One’s comparatively complex UI was designed around voice for primary navigation; using just a controller is often awkward. Microsoft is claiming any controller navigation shortcomings will be addressed in future system updates but for now this puts a Kinect-less Xbox at a disadvantage.

In short, power, indies, UI and sales momentum all favor the PS4. What’s left are games. Microsoft will likely focus heavily, if not entirely, on gaming for their E3 keynote this year. They’re betting on their financial strength to shore up more first and third party exclusives than Sony.

Granted, exclusives have spiked consoles sales historically, most notably in the form of Wii Sports several years ago. This being 2014, I wonder if we’re in a changed gaming landscape. Like other forms of media, modern gaming user bases are now heavily fragmented across multiples tastes and platforms. I suspect big budget exclusives – the Halos and Mario Karts of the world – are losing their impact. Titanfall is a prime example; its twist on the multiplayer shooter genre was critically lauded upon release, but the game’s online community is far smaller and less active than the Battlefield and Call of Duty releases from previous years. The incentive for AAA publishers to go multi-platform has never been stronger: as budgets escalate, spreading a release among as many platforms as possible makes strong financial sense. Both the PS4 and Xbox One have similar, PC-like architecture which makes porting easier than previous console generations.

Even if exclusives are still the system sellers they once were, what if Sony comes out of this E3 swinging with a strong showing of their own? What moves does Microsoft have left?

It didn’t have to be this way. Perceptions of momentum aside, the Xbox One has time to catch up without gutting the Kinect this early; Xbox One sales, while significantly less than the PS4, are still strong with at least five million units shipped as of a month ago. The XBox One is even beating the original Xbox 360 sales by 76 percent when comparing each console’s first six months at retail. There are a lot of smaller, yet substantial actions to chase the PS4 on price; they could have packed in a few free games, a year of Xbox Live Gold, or just slashed the console’s price by $50.

Overall, the Xbox One could have been a device with a unique, even visionary ambition if Microsoft had stuck to their initial ambitions. However, sans Kinect, it’s a console without a strong voice and differentiator from its competition.

Assassin’s Creed 4 and the next-gen AI problem

Gamers have focused on better graphics and game scale to mark what defines “next generation” console gaming. However, it’s disappointing that artificial intelligence hasn’t been given the same scrutiny; strong AI makes a game more unpredictable, challenging and immersive. Assassin’s Creed 4, Ubisoft’s latest adventure epic, needs work in the AI department.

It’s a shame because AC4 otherwise exemplifies what I expected out of a next-gen launch title. There’s a much larger world in AC4 than earlier Assassin’s Creed games with huge amounts of ship combat, treasure hunting, and exploration apart from the game’s main storyline. Graphics are stunning and run at a fluid 1080p resolution on the PS4. Water and facial animations are especially impressive compared to games I’ve played on “current-gen” consoles.

Unfortunately enemy AI is poor, seemingly unchanged in quality from the now four year old Assassin’s Creed 2. For example, when a group of enemy soldiers surround you in hand to hand combat, only one or two attack at a time. Also when you’re spotted, enemies run blindly at you. There’s no attempt at a sneak attack, flanking or a defensive position. In addition, AC4 has a lot of fighting on rooftops and ship decks where enemy AI is easily confused. Soldiers tend to cluster precariously near deck or rooftop edges where a quick attack can knock them off to their deaths.

AC4’s solution to this inept AI in later stages of the game is to either overwhelm you with sheer numbers of enemies, hoping you’ll make a mistake, or ramp up AI speed, making sword or gun combos more difficult to execute. But these feel like riffs on the same difficulty adaptations that we’ve relied on since 1980s arcade shooters. With next generation console hardware, I expected better.

I’ve considered an alternative reality where AC4 has its explorable world and mission count slashed in half. The subsequent millions in development savings are invested into smarter enemy AI, AI that strategizes and retreats from fights when they are overwhelmed for backup. I’d also add in a GTA-style “wanted” level on land that ensures you could be ambushed any time (to the game’s credit, this already exists for ship combat on sea) as well as some extra consequences to dying.

These gameplay changes could have huge upsides for users: repetitive gameplay (and thus boredom) decreases significantly. Hand to hand combat is more difficult and varied. Because enemies can flank and ambush you at any time, there’s a undercurrent of tension to otherwise mundane in-game tasks. And as enemy AI gets smarter, players will be forced to rely more on stealth and “hit and run” assassinations, even when artificially set mission objectives don’t explicitly require it.

Sadly, I doubt Ubisoft is listening to my suggestions; there’s a perception among AAA studios that better graphics and long, safe single player campaigns keep sales high. That attitude has to change for AI to be prioritized, but given the millions at stake for large studios that’s unlikely. So I’m hopeful smaller indies will keep iterating on AI. With their strong showing from 2013 (e.g. Brothers, Gone Home, Gunpoint) and increased presence on powerful next-gen hardware, here’s hoping it’s just a matter of time before game AI dazzles us.

Xbox One’s uphill convergence battle

Microsoft promotes the Xbox One as an all-in-one solution for your living room needs: gaming, film, cable TV, even home exercise. But the Xbox One leans on convergence to a fault. It’s a console whose overstuffed feature set, for now, has left it vulnerable on both price and its user interface. While core gamers kept sales strong over the holidays I’m concerned that the console will have a rough future with a mainstream audience.

Its convergence problems start with its $500 price tag. Devices that already carry the same feature set of core streaming services (e.g. Netflix, Hulu Plus) as the Xbox One are $100 or less. Granted, the Xbox One adds on high end gaming, voice and gesture UI integration along with limited cable TV control, but those additions for $400 are a hard sell for everyday consumers. And I doubt we’ll see a price drop anytime soon; the console requires high-end expensive gaming hardware to compete with Sony’s PS4 over next gen gaming. The Kinect, one of the Xbox’s purported main innovations, drives the price higher. Microsoft tacks on additional fees as well: a $60/year Xbox Live subscription is required for most functionality, a policy unheard of on competing tech devices like the PS4 or Roku.

Convergence across diverse activities also adds complexity to the Xbox One’s UI, an extra hurdle for mainstream adoption. Just compare the console’s preferred interaction method – voice – against interaction on competing media and tech devices. From my own testing, Xbox One voice commands largely work. But it still feels like a feature trying to find its footing; about 20% of the time I have to repeat myself or a command takes me in an unwanted direction.

80% reliability is a good start, but that’s 15% short of what it should be given the competition’s astounding performance. Consider the 1 to 1 touch interaction on a modern iOS or stock Android smartphone or tablet. Or the tried and true keyboard and mouse inputs on a desktop or laptop. Even buttons on a remote control for the cable box. These aforementioned devices “just work.” Granted, Microsoft’s voice technology is new and will improve, and there’s a game controller for backup navigation. But historically users outside a tech or gaming enthusiast base show little patience for new input technologies that work unreliably.

Then there’s added Xbox One functionality that’s puzzling. Things like:

  • “Snapping” an application like a web page or Skype alongside the right side of the screen seems like it would be used in a rare scenario.
  • Minority Report style Kinect gestures to move around the UI that are slow and awkward.
  • A Windows 8-like interface that’s visually striking, but occasionally confusing with a menu of very similarly sized and colored boxes doing different things.

Microsoft would argue that ambition takes time and that the Xbox One’s rough patches will be smoothed over soon. And I want the Xbox One to succeed; strong competition from Microsoft’s console leads to better technology from Sony, Nintendo, Apple and Google. However, other living room tech isn’t standing still. Rumors suggest the next Apple TV iteration will be ambitious. Sony’s PS4 runs select multi-platform games at higher resolutions with a more straightforward, gaming focused UI, which could appeal to the core gaming market. Drive can only take a console so far; with Microsoft’s missteps on price and UI, it’s unclear if the company can deliver on its promise.

The Last of Us and gaming’s narrative evolution

I’ve been racing through the PS3 horror survival game The Last of Us at a blistering pace over the last few weeks. Unlike almost every other console game I’ve played, I’m doing so because of the game’s great storyline, not its gameplay.

Joel and Ellie, the two protagonists of The Last of Us, propel the narrative forward. Both characters are morally flawed and have depth; they grow and evolve significantly throughout gameplay. It’s a progression that’s more impressive than a lot of what I see on TV today, especially when you factor in the relatively short in-game cutscene time. We’re not talking Mad Men levels of development here, but for a video game this is a huge accomplishment. Overall, I feel invested in these characters and can’t wait to find out what happens to them next.

There are other ways that the The Last of Us’ narrative has similarities to a great TV or movie screenplay. There’s no excess exposition; characters rarely talk about how they feel or unnecessarily recall earlier events to fill in the audience (e.g. no character says “tell me again about…”). Instead, nuanced actions convey emotion. Elle slightly changes her stance when she gets agitated. Joel glances at his broken watch to recall a tragic backstory.

In addition, The Last of Us doesn’t front-load the story with clumsy, overly direct details such as intro voiceovers, a common mistake among action games. Instead, the game fills in the blanks on its post-apocalyptical setting along the way, mostly in the action’s periphery: two characters have a throwaway conversation about a summer barbecue before the infection spread. Loudspeakers shout ominous warnings from FEDRA, the militaristic remnants of the U.S. government.

Unlike a lot of games, gameplay violence has serious consequences that aren’t glorified or fetishized. Gun fights are short and deadly. Enemies (and their victims) are dispatched in brutal, realistic ways. Joel and Ellie obviously rack up an unrealistically high body count (it’s still an action game), but are far from unstoppable super heroes. Thanks to excellent sound design and motion capture, both characters are often weak, scared and tired during battle. With all these factors in play, “fun” combat ironically ranges between feeling uncomfortable to flat out dreadful. Consequently, extended gaming sessions are hard to handle. But I think the game developers would argue that’s exactly the point.

Overall, The Last of Us shows a real maturity in its narrative, an evolution past what we normally see in gaming. It’s fitting that the game is one of the PS3’s last tentpole releases. Here’s hoping the next generation of gaming, from the XBox One and PS4 to the iPhones and PCs of tomorrow, will push their respective stories to even higher levels.

Digital rights are the key to next-gen success

The upcoming PS4 versus XBox One fight could easily be won over policies instead of games.

Console exclusives will dominate conversation out of the gate but I expect a stalemate a year from now; the incentive for cross platform gaming is especially strong this next generation. The XBox One and PS4 share a similar, PC-like architecture which makes ports from one console to another easier. In addition, rising PC and mobile competition should translate into fewer overall consoles sold. It’s smart business sense for games to launch on as many platforms as possible.

However, digital sales will be dominant on consoles sooner than many skeptics think. A digital sales policy that’s straightforward, permissive and consumer friendly will move sales more than any game exclusive will. Just look at the massive success of the iOS App Store, Steam and Netflix; clearly content fuels the majority of sales, but a strong digital policy is an integral part of each platform. For instance, Netflix has a single flat fee and few account sharing restrictions. The iOS App Store utilizes iCloud to auto download app purchases to every iPhone and iPad registered to a single user.

To Microsoft’s credit, their original XBox One E3 DRM policy anticipated a digital future. But they reversed, and as of now we’re largely in the dark on both Sony’s and Microsoft’s digital sales policy.

Each company should start by emulating Steam’s policies:

  • All console purchases should be tied to a user account, not a single or set number of devices, with unlimited downloads to a registered console.

  • Sales should be common with game prices fluctuating often. Older titles should be eventually marked down to meet lower demand.

  • Allow customers to pre-download games in a locked state at their leisure, before launch day. Then offer a quick unlock code when the game is released.

But that’s just the first step. The disc market for console games still has some clear advantages over digital: A strong used game market, multiple vendors competing over prices, the speed of a disc install versus a huge, multi gigabyte download. To address these, a digital market should provide further incentives like:

  • Digital downloads available a few days before a game shows up in stores.

  • XBox/PSN credits or other incentives (e.g. extra subscription time, themes, bonus content) for “trading in” digital downloads.

  • A true digital used market where gamers can buy and sell games (albeit with likely heavy restrictions.)

Granted, the previous suggestions would require massive coordination with game publishers, vendors, and the gaming public as a whole. Even reaching digital parity with Steam is an ambitious goal for the short term. Yet, much like we’ve seen in the music and app markets, digital sales isn’t just an option, soon it will be the dominant option. If Sony or Microsoft introduce a strong digital rights policy before their competitors, I’d expect it to be a huge factor in terms of which company “wins” this gaming generation.

PS4: my next-gen console of choice

I’m far from a “hard core” gamer, but a mere two days after E3’s start this year, I preordered the PS4. I’m bullish on Sony for two main reasons: indies and focus.

The indie developer factor

E3 pressers lean on the tried and true: AAA first person shooters, racing games and sports. These are the Hollywood blockbusters of gaming, big budget games that rarely deviate from an expected template to avoid alienating fan bases. I’m not above partaking in AAA franchises with better graphics and AI, but those games will always be there. At this point diversity and originality matter more and it’s increasingly smaller budget indie developers that fill this need.

With development and distribution costs dropping, indies are a rapdly growing presence on most gaming platforms. Mobile gaming is dominated by small developer content, and indie games have become huge sellers on Steam. And it’s not just sales; some of the most critically acclaimed games last year (The Walking Dead, Fez, Journey) were decidedly indie.

Despite this, the XBox One seems tone deaf to the indie movement. The XBox E3 presser gave indies five minutes to hustle through two quick trailers, a total afterthought. Microsoft also forces indie distributers through a lot of red tape. For instance, there’s no self publishing and XBox Live often charges expensive patch fees (often prohibitively expensive for smaller dev teams) to keep games updated. It’s bad enough that several smaller studios have dropped XBox One development entirely.

In contrast, Sony has a more indie-friendly approach: a showcase of eight indies in the middle of their worldwide E3 presser. Self publishing. Aggressive courting of indie studios with PS4 dev kits. The results are almost 30 indie game console exclusives to be released by end of 2014. Sony still has to ensure their online stores are set up so gamers can discover indies easily (a major problem on the current gen XBox 360) but overall Sony has an impressive start.

Focus

Sony appears very disciplined, an about-face from their aloof stance during the PS3 debut. They’ve lined their top ranks with gaming veterans like Mark Cerny, Shuhei Yoshida and Shane Bettenhausen. The heavy gaming thrust of the PS4 is also realistic and practical. Don’t battle against Apple TV, mobile platforms or the many other web browsers and Netflix players in the living room; coexist and focus on what you do best: games.

Contrast that with Microsoft where both the personnel and vision is all over the place. Exhibit A: the DRM PR mess that’s followed Microsoft around from E3 to its 180 flip flop last week. There’s also been little added support or push around Kinect’s gaming benefits, even though it’s the main reason the system carries a $100 premium over the PS4. And XBox One’s split screen, live/cable TV focus feels dated. It’s Google TV all over again, tech effectively dead on arrival.

Smaller issues

Issues that have dominated gaming discussion online are pretty overrated. XBox and PS4 disc DRM is now on even terms and within a year or two I suspect digital downloads will be the default anyway. Microsoft’s pre-E3 vision of an all digital future isn’t just fantasy, it’s an inevitability (the rest of the tech industry – most notably Steam – have already moved this way.) While neither Microsoft nor Sony have revealed their next gen digital download policy, I’d wager they will start on similar footing.

I won’t give either system an edge on hardware either; Sony’s supposed superior gaming architecture could easily be nullified by XBox Live’s cloud computing. That leaves the launch lineups exclusive to each console, both of which are fairly weak (though Microsoft’s Forza 5 looks incredible.) And based on previous console gens, it’s a folly to extrapolate launch titles out to the quality of a console’s library years down the road.

Regardless of what happens, the future of console gaming is uncertain as mobile and PC gaming continue to make inroads. The PS4 could soundly “win” over the XBox One in sales for its first year and still be a failure. But if I’m betting now, I think Sony will start out of the gates ahead on Microsoft.

Real Racing 3’s bastardized free to play model

EA’s mobile driving game Real Racing 3 has gotten a lot of flak since its debut last week. The primary controversy surrounds the game’s free to play model that leverages artificial timers to generate revenue. Repair or upgrade a car and it’s unavailable to play for a set amount of time, anywhere from 5 to 25 minutes (in rare cases, far longer). Of course by spending real money you can end a timer early, and EA clearly hopes you will. Many tech and gaming journalists on my Twitter feed have called the practice “abominable” and refuse to play. Others have taken the exact opposite stance: it’s a free game on your phone, relax and wait a few minutes! I disagree with a one sided position on RR3; the right answer for me lies somewhere in the middle.

One aspect RR3‘s critics get decidedly wrong is the impact timers have on gameplay. Many make the mistake of judging RR3 from the perspective of a traditional console or PC game, not a mobile title. Console and PC games tend to be played in longer sessions of at least an hour; in that context a twenty minute repair timer would be catastrophic. In contrast, mobile games are usually played for far shorter intervals, which minimizes the impact of RR3’s timers. Furthermore, early on in the game (in my case, with less than an hour of gameplay) you start acquiring multiple cars. By just shuffling between cars that are not in repair, you can nullify a timer’s effect. Already I’m at four cars and timers are effectively a non issue.

The real problem with RR3‘s economic model is less about actual gameplay than principle. Traditional games charge for extra content, not to pay off an arbitrary delay timer. Normally games give you the full package for a set price, while the equivalent with RR3 (to unlock all tracks and cars) costs hundreds of hours or dollars. Overall RR3‘s timers are, as Alex Navarro over at Giant Bomb wrote, just plain invasive. It’s applying a Zenga or Farmville like min-max model on what should be a fun racing game.

While RR3 is a mobile game, it’s also an AAA game on all levels: polished graphics, depth, varied gameplay and a big budget. I want to hold the game to a similar standard as a full console title and expect a more traditional pricing model, or at least free to play with real enhancements, not repair timers.

But that didn’t happen, and the larger root problem here wasn’t EA or RR3. Instead we should direct more blame to the mobile app store market as a whole. Over the last few years, a race to the bottom price mentality has eliminated almost any iOS or Android game that’s more than $3, and the app store supervisors, most notably Apple, haven’t done a thing to slow or stop it. EA knows $1 or $2 purchases en masse couldn’t come close to matching their high budget; free to play was the only viable option. Even the “traditional” free to play (e.g. paying money for more cars and tracks) that we’re use to on mobile wouldn’t cut it. Only invasive timers, in EA’s mind, ensures profitability. In short, timers may be wrong on principle, but given the mobile app store climate, they are likely a sound economical bet for EA.

Overall RR3‘s strange free to play model is a clear signal that gaming is in a tricky, experimental and indeterminate state. Yet as gamers we can vote with our dollars. We should support games financially that are fun and worth the investment, from assorted free to play or cheap iOS diversions to $60 console games and everything in between. I’m conflicted over RR3, a solid game with a sketchy business model; I’ll continue to play but I’ll minimize how much I spend on it.

PS4: an evolution when we need a revolution?

Core gamers had high expectations on this week’s PS4 keynote and for good reason: it’s been seven years since the XBox 360 launch, the longest gap ever between game console generations. But gaming has been redefined by social media, mobile games on smartphones and tablets, along with a resurgence in PC gaming on Steam. Can consoles placate core gamers while still bringing a more mainstream audience into the fold?

In light of this challenge, Sony did a great job this week addressing the core fan base, but there’s some unanswered questions and problems with their approach for the overall public.

Let’s start with Sony’s core audience. It’s a smaller group than seven years ago, but it’s still important. You want a strong base of early console adopters for that first “lean year” when there’s fewer release titles and developers are still grappling with how to program effectively on the device. Overall, Sony appears to have learned from the major mistakes they made with the PS3: system updates, a major PS3 annoyance, will be taken care of in the background. With 8 GB of fast RAM and a x86 processor, development should be easier than on the PS3 Cell chip. The PS4 incorporates streaming technology for quick demos and live spectating on friends games, an innovation a lot of the hard core audience wants and will actively use to share clips on Facebook, YouTube and other social media. Add in flashy demos from big traditional gaming houses (e.g. Activision, Ubisoft, Square Enix), combined with two huge newcomers (Bungie, Blizzard) makes for a strong showing for those already sold on traditional console gaming.

But there was a troubling amount of PS4 content that felt very much like something we saw back in 2005 but with much flashier graphics. Did Sony really have to open their gameplay demos with a six minute clip from another, tired first person sci-fi shooter? Why were there so many game demos sequels or small variants of existing IPs?

I think the biggest area Sony and Microsoft have to address is a very potent middle tier gaming market comprised of mostly smaller, indie developers who would price content generally in that $5 to $40 sweet spot that neither iOS or AAA game publishers generally cover. Granted, Sony’s PSN has a few much lauded indie titles (e.g. Journey, Limbo), and the PS4 nabbed acclaimed Braid developer Jonathan Blow for The Witness. The PS4 keynote even opened up with Sony’s Andrew House stating “PSN supports free to play” right off the bat. But PSN has a long way to go to match the open nature of Steam or the iOS App Store. A healthy indie market would give Sony the diversity it needs much more than just a console’s expected $60 AAA sports and shooter games. Imagine a big library of accessible casual games you could easily find and download for a few bucks each on PSN – much larger and more diverse than what we see today. It would be more than what you’d pay for your average iPad game (who’s race to the bottom market has effectively killed off games north of $3), but in return you get exponentially more engrossing graphics and gameplay depth.

I’m also concerned about the price tag on this device. There’s a lot of expensive sounding hardware and features, including a DualShock 4 that clearly took the kitchen sink approach (touch screen, movement tracking, headphone jack) without justifying a “why” behind it. Anything much more than $400 for the base console I think is dangerous territory for the holiday 2013 launch.

While you can’t place final bets until at least a year from now, Sony has clearly evolved from its last place PS3 finish in the previous round of console wars. But even with that correction, the PS4 could languish by failing to address the very different, mobile friendly gaming landscape of 2013.

Getting older with ‘Mass Effect 3’

Lately I’ve been playing the popular sci-fi action/RPG Mass Effect 3 on my PS3. Overall it’s a blast, yet the game feels rushed, even a bit played out. It makes me wary of AAA console gaming for the next console generation. But is it the game? Or a reflection of a gamer in his 30s who’s been console gaming too long?

The best parts of ME3 hit me early. The core gameplay formula – a balance of straightforward combat and dialogue heavy cut scenes – remains intact. The graphics got a nice bump compared to the previous Mass Effect, especially in the facial animations. The extra fidelity adds a lot of depth to chats your character encounters on his journey. And the Mass Effect setting gives a better sense of space and presence than virtually any gaming series.

However, cracks in the ME3 facade emerge around the ten hour mark. The game has the budget of your average summer blockbuster and sadly, about as much care went into the writing. You get your obligatory sequel fan service of poorly written, coincidental bump ins with old teammates (“Grunt? What you doing here?”), halfhearted attempts at real emotion (Shepard has interactive, slo-mo flashbacks of a child lost in an early attack on Earth) and well worn, cliched lines between fighters (“It doesn’t get any better, does it?”).

Then there’s that sense that I’ve been down this road far too many times. Combat is sped up and adds grenades (thanks, Call of Duty sales!) but in the process, it becomes harder to distinguish from other third person shooters. Walks through larger non combat areas can stretch on for too long. Your combat partners still act fairly stupid; they often march straight into gunfire.

In short, there’s a general lack of evolution here, something I’ve also noticed in most AAA games I’ve played this year. In many ways, big budget console gaming parallels the Hollywood studio machine during the summer: repetitive genre works with proven plot lines aimed at a progressively younger audience.

Luckily, summer flicks have exceptions to the rule: strong counter programming (e.g. Magic Mike, Killer Joe) and blockbusters that exceed critical expectations (The Avengers). This happens in console gaming as well, but I’d argue we’re seeing those gaming exceptions further and further apart as current-gen consoles trudge on.

Nevertheless, when I contrast this with recent experiences on other platforms, I’ve got a lot of hope for gaming overall. I played the indie puzzle games Braid and Limbo on my Mac back-to-back, and it was, without exaggeration, a total joy. My iPhone also has been a nice match for casual gaming on the subway. Admittedly most iOS games are pretty poor, but a few times a year there is a game comes along that hooks me.

So where does that leave consoles? Digital distribution, combined with a thriving indie game scene, is key. I want a console that’s the home equivalent of the film scene in New York or LA: a blend of both big budget heavyweights and little indies, both readily available.

Trends and thoughts on E3 2012

As most gaming analysts predicted, this was a pretty quiet year for E3 news. Companies made very conservative moves and announcements given we’re at the end of this generation’s consoles. Several console manufacturers are also wary of making a costly misstep as mobile gaming devices (e.g. iPhone, iPad) eat up an increasing amount of their market share.

However, there were a few major trends worth noting.

Nintendo has lost its way

The 3DS wasn’t a strong seller out of the gate. Wii sales have crumbled. Nintendo is gambling a lot on its Wii U, and from what I’ve seen from E3, it looks like a non starter console. I’m aware that’s a strong prediction, but let’s break down what we’ve seen. First of all there’s the price, rumored to launch at $300. That’s almost surely cheaper than the next generation of consoles that Sony and Microsoft will offer. But then factor in the cost of those bulky controllers that I’d predict are far north of $100 each. That’s not exactly family friendly territory. There are other hardware problems as well: a controller only lasts for 3-5 hours per charge. It likely has a processor only marginally more powerful than a current gen Xbox 360 or PS3.

Finally, there’s a lack of compelling software. Nintendo’s E3 presser was depressingly conservative, even by Nintendo standards – few new IPs, no new Zelda or extra details on Paper Mario. Their flagship launch title NintendoLand doesn’t appear to have the crossover success of Wii Sports. And has Nintendo secured third party support? The company’s failure in that aspect really tanked long term sales of the Wii. The trend threatens to repeat itself with the Wii U.

Note that there are plenty of dissenters with my outlook. Josh Topolsky over at the Washington Post praised Nintendo’s “heads-down, single-minded mentality.” Time also defends Nintendo well, making some especially strong points regarding its hardware. Also Pimkin 3 looks great, but it doesn’t change my feeling that Nintendo could be out of the hardware business within a few years if it isn’t more careful.

Microsoft’s SmartGlass could be big

Microsoft had the best of the pre-E3 press conferences this year. It was yes, conservative, but it balanced the hardcore gaming and “casual” multimedia camps well. Most importantly, don’t underestimate SmartGlass. SmartGlass is a companion app for mobile devices (Windows phones, iOS, Android) that gives users the ability to control and interact with games and other XBox content. For instance, on the latest Madden you can preview and select plays before the huddle. For a TV show or movie extra bonus content is synced and displayed in SmartGlass as you watch. The Verge put together a nice preview.

Granted, Microsoft has pushed the multimedia convergence angle on every recent E3 and ended up bombing most of the time. Last year the Kinect got the hard sell. This year saw Internet Explorer for XBox, a total head scratcher. But SmartGlass is different because it’s not about selling a service or device that you have to run out and buy. A huge percentage of Microsoft’s target audience already has an iOS or Android phone, and as long as developers have incentive to make SmartGlass functionality, it could be a huge incentive to stick with the XBox over an Apple TV or Roku (there’s a nice Hacker News thread discussing this topic.)

An awkward transition period between current and next gen tech

There were a few new IPs announced that look incredible like Ubisoft’s Watch Dogs and Star Wars 1313 from LucasArts. However, their developers are cagey with regard to launch platforms. Watch Dogs may someday come to PS3 and XBox 360 but these E3 demos were clearly running on high-end PCs. I bet those demo PCs closely mirror the specs of Sony’s and Microsoft’s next gen consoles.

I’d expect any game without an early 2013 release date will debut on both current gen and next gen platforms. I’d also predict that next year is going to look very dry for console gaming as platforms shore up support for their big next gen console launches. That’s going to be a very interesting tech period. Mobile gaming will have matured by a full year, and the iOS ecosystem will be likely far more comprehensive, revolving around a completely revamped and relaunched Apple TV. Will console gaming thrive or weaken? It’s hard to say but we’ll know a lot more a year from now.