<?xml version="1.0"?>
<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
<title>Joystiq</title>
<link>http://www.joystiq.com</link>
<description>Joystiq</description>
<image>
<url>http://www.joystiq.com/media/feedlogo.gif</url>
<title>Joystiq</title>
<link>http://www.joystiq.com</link>
</image>
<language>en-us</language>
<copyright>Copyright 2008 Weblogs, Inc. The contents of this feed are available for non-commercial use only.</copyright>
<generator>Blogsmith http://www.blogsmith.com/</generator><item><title>Jaffe comes out for a unified game console standard</title><link>http://www.joystiq.com/2008/01/11/jaffe-comes-out-for-a-unified-game-console-standard/</link><guid isPermaLink="true">http://www.joystiq.com/2008/01/11/jaffe-comes-out-for-a-unified-game-console-standard/</guid><comments>http://www.joystiq.com/2008/01/11/jaffe-comes-out-for-a-unified-game-console-standard/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/retro/" rel="tag">Retro</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a></p><a href="http://criminalcrackdown.blogspot.com/2008/01/all-for-one.html"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/01/lovenotwar.jpg" /></a>Vocal support in the industry for a <a href="http://www.joystiq.com/2007/10/23/dyack-sees-unified-console-as-inevitable/3">single</a>-<a href="http://www.joystiq.com/2007/10/19/ea-exec-wants-a-single-gaming-platform/">console</a> <a href="http://www.joystiq.com/2007/02/16/working-title/2">solution</a> continues to gather steam, with roustabout game developer David Jaffe airing the case for an uber-system <a href="http://criminalcrackdown.blogspot.com/2008/01/all-for-one.html">on his blog</a>. 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:<br /><br /><strong>"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?"<br /><br /></strong>Jaffe seems to be forgetting that VHS only became the monopoly "standard" after a bloody battle with <span style="text-decoration: line-through;">JVC's</span> Sony's competing <a href="http://en.wikipedia.org/wiki/Betamax">Betamax</a> 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 <a href="http://en.wikipedia.org/wiki/Laserdisc">LaserDisc</a> format.<br /><br />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.<strong><br /></strong><br /><strong>"Sure you miss out on some features that may otherwise be available if another console was there to compete. But this is always the way when one format wins over another and becomes the standard."<br /></strong> <br /> Jaffe seems to forget that the development of video games has been much more dependent on technological change. Without the Genesis pushing Nintendo to upgrade the NES, Nintendo's first system could have easily dominated the market for another five years at least, setting back the state of the art in game design all the way down the road. If a consortium of hardware producers controlled the gaming standard, resistance to change would be even greater.<br /> <br /> <strong>"And for those few features you lose, don't you make up for it in so many other ways? Massive content choice, being the main one.</strong><span style="font-weight: bold;">"</span><br /> <br /> The current competitive system allows for <a href="http://www.mobygames.com/browse/games/2007/list-games/">thousands of games</a> to be produced every year, the wide majority of them for multiple platforms. Yes, it might suck for the developer to have to port one version of a game to multiple systems, but <a href="http://en.wikipedia.org/wiki/Middleware">middleware</a> tools are making that process increasingly streamlined.<br /> <br /> <strong>"And before you toss 3DO at me as an example as to why this won't work, don't. 3DO failed because- for the most part- it had crap games and was way too expensive and could not compete with the new game hardware coming out that was selling at much cheaper prices. But if the 3DO had been an XBOX 360 or a PLAYSTATION 2....or even a Wii? Well then I think things would have gone differently.</strong><span style="font-weight: bold;">"</span><br /> <br /> That's the thing ... a 3DO-style system probably wouldn't end up being a PlayStation 2 or a Wii. When a consortium of companies designs a hardware standard (as opposed to just a software standard like DVD), feature-creep tends to set in -- one company wants motion sensitive controls, another wants Blu-ray support, another wants an even more powerful graphics card, another wants digital video recording and a 300GB hard drive, another wants an attachable toaster. Before you know it you get a bloated, expensive system that no one wants to buy and, thus, no one wants to make games for.<br /><br />With competition, hardware makers have to be price conscious and therefore focus on just the features they feel the consumer and developer markets want. That's why the new, lower-priced hardware you mentioned won out -- because they were designing for the market instead of the pie-in-the-sky desires of a polyglot group of companies.<br /> <br />On the other end of the spectrum, a government-imposed hardware monopoly (the only kind that can really work) can freeze out innovation. Before 1968, only AT&amp;T-provided phones could connect to the nation's single telephone network. Without the <a href="http://en.wikipedia.org/wiki/Carterfone">opening of this standard</a> to hardware competition, we probably might have never seen advances like answering machines, fax machines, cordless phones and computer modems. And that would be a shame.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://criminalcrackdown.blogspot.com/2008/01/all-for-one.html>Read</a> | <a href="http://www.joystiq.com/2008/01/11/jaffe-comes-out-for-a-unified-game-console-standard/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1084344/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/01/11/jaffe-comes-out-for-a-unified-game-console-standard/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>3dO</category><category>competition</category><category>console wars</category><category>ConsoleWars</category><category>consortium</category><category>David-Jaffe</category><category>Jaffe</category><category>singly console</category><category>SinglyConsole</category><category>unity</category><category>war</category><dc:creator>Kyle Orland</dc:creator><dc:date>2008-01-11T12:15:00+00:00</dc:date></item><item><title>Today's most failure-prone video: Console duds</title><link>http://www.joystiq.com/2007/05/07/todays-most-failure-prone-video-console-duds/</link><guid isPermaLink="true">http://www.joystiq.com/2007/05/07/todays-most-failure-prone-video-console-duds/</guid><comments>http://www.joystiq.com/2007/05/07/todays-most-failure-prone-video-console-duds/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/portable/" rel="tag">Portable</a>, <a href="http://www.joystiq.com/category/retro/" rel="tag">Retro</a>, <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a>, <a href="http://www.joystiq.com/category/mobile/" rel="tag">Mobile</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/05/5200wcontroller.jpg"  alt="" />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?<br /><br />See the video after the break.<object width="480" height="409" id="gtembed" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000">
<param value="sameDomain" name="allowScriptAccess" />
<param value="http://www.gametrailers.com/remote_wrap.php?mid=19205" name="movie" />
<param value="high" name="quality" /> <embed width="480" height="409" align="middle" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" quality="high" allowscriptaccess="sameDomain" name="gtembed" swliveconnect="true" src="http://www.gametrailers.com/remote_wrap.php?mid=19205"></embed> </object><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2007/05/07/todays-most-failure-prone-video-console-duds/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/890025/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/05/07/todays-most-failure-prone-video-console-duds/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>32-x</category><category>3d0</category><category>3do</category><category>5200</category><category>atari 5200</category><category>Atari5200</category><category>cdi</category><category>game.com</category><category>genesis</category><category>gizmondo</category><category>jaguar</category><category>n-gage</category><category>ngage</category><category>phantom</category><category>sega cd</category><category>SegaCd</category><category>tiger</category><category>virtual boy</category><category>VirtualBoy</category><dc:creator>Zack Stern</dc:creator><dc:date>2007-05-07T00:00:00+00:00</dc:date></item><item><title>Games that pushed the limits, parts 2 and 3</title><link>http://www.joystiq.com/2006/02/28/games-that-pushed-the-limits-parts-2-and-3/</link><guid isPermaLink="true">http://www.joystiq.com/2006/02/28/games-that-pushed-the-limits-parts-2-and-3/</guid><comments>http://www.joystiq.com/2006/02/28/games-that-pushed-the-limits-parts-2-and-3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/retro/" rel="tag">Retro</a></p><a href="http://www.racketboy.com/retro/2006/02/games-that-pushed-limits-part-2.html"><img width="425" vspace="4"hspace="4" height="213" border="1" align="middle" src="http://www.joystiq.com/media/2006/02/racketboy_part2n3.jpg"alt="" /></a><br />Racketboy has returned, <ahref="http://www.joystiq.com/2006/02/14/games-that-push-the-limit-push-it-real-good/">as promised</a>, 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 <em>Night Trap</em>, or the limits of human patience, like any version of last year's<em>Charlie and the Chocolate Factory</em>, but pushed the technical limits of their respective platforms.<br /><br/>The platforms in <a href="http://www.racketboy.com/retro/2006/02/games-that-pushed-limits-part-2.html">part two</a>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. <ahref="http://www.racketboy.com/retro/2006/02/games-that-pushed-limits-part-3.html">Part three</a> 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.<br /><br />Part four will cover portable gaming and--based on the release schedule ofthe earlier installments--should be up any day now.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.racketboy.com/retro/2006/02/games-that-pushed-limits-part-2.html>Read</a> | <a href="http://www.joystiq.com/2006/02/28/games-that-pushed-the-limits-parts-2-and-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/594991/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2006/02/28/games-that-pushed-the-limits-parts-2-and-3/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>32X</category><category>3DO</category><category>Dreamcast</category><category>Jaguar</category><category>Nintendo 64</category><category>Nintendo64</category><category>Playstation</category><category>Saturn</category><dc:creator>Christopher Grant</dc:creator><dc:date>2006-02-28T14:15:00+00:00</dc:date></item></channel></rss>