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Jaffe comes out for a unified game console standard

Vocal support in the industry for a single-console solution continues to gather steam, with roustabout game developer David Jaffe airing the case for an uber-system on his blog. On the surface, his arguments have some merit, but we feel the the case for a "unified" console begins to break down when you really examine it. If you will, let us play a bit of devil's advocate with Jaffe's case:

"We have it with DVD, we had it with VHS. We have it with televisions (in the sense that- for the most part- every TV is capable of broadcasting the same signal). So what do we lose by having it for game consoles?"

Jaffe seems to be forgetting that VHS only became the monopoly "standard" after a bloody battle with JVC's Sony's competing Betamax format (edit: brain fart). There was no consortium of companies deciding what would be "best" for the market -- competition simply decided that one format was overwhelmingly better for the price. Sony had similar near-monopoly control in the PlayStation 1 and 2 eras, and it was competition, not cooperation, that brought it about. And for every cooperation success story like DVD, there's a flop like Phillips/MCA's LaserDisc format.

As for television signals, they require a monopoly of sorts because of the limited broadcast spectrum. When you take that away, you get the channel-building, selection-expanding competition between cable, satellite and FIOS TV services.

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Today's most failure-prone video: Console duds

In today's video pick, GameTrailers counts down its list of the top ten console failures, including the Jaguar, Virtual Boy, and 3DO. We were tortured by watching footage of these console failures, yet we couldn't turn away, wishing that the hardware had succeeded while laughing about all the obvious reasons the systems bombed. The list covers the systems we expected; would you have added others?

See the video after the break.

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Games that pushed the limits, parts 2 and 3


Racketboy has returned, as promised, with the second and third installments of his look at games that pushed the limits. We're not talking about games that pushed the limits of decency, like Sega's Night Trap, or the limits of human patience, like any version of last year's Charlie and the Chocolate Factory, but pushed the technical limits of their respective platforms.

The platforms in part two are (arguably) the redheaded stepchildren of console gaming. Love 'em or hate 'em, they're not considered to be successes. Atari's Jaguar (and the super-popular Jaguar CD add-on), the ill-fated 3DO, Sega's x-citing 32X add-on, and Sega's "sneak-attack" Saturn. Part three includes big boys like Sony's party-crashing PlayStation, the cartridge'd Nintendo 64, and the Dreamcast, the console that history has--and will--remember kindly.

Part four will cover portable gaming and--based on the release schedule of the earlier installments--should be up any day now.

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