Subtle variations in soil give rise to subtle variations in the taste of produce. Likewise, the mere shape of a country can influence the style of its games. Consider the Empire of Japan:
Source: https://upload.wikimedia.org/wikipedia/commons/0/01/Japan_topo_en.jpg
As you can see, Japan is highly mountainous. Because so little of the country can house large numbers of people, 65.37% of the Japanese population lives in metropolitan areas of at least one million people (source: World Bank). This has resulted in unique market conditions for game companies in the country.
According to VGChartz, the Nintendo 3DS is the best-selling system of the current generation of hardware in Japan with 18.5 million units sold. Its closest competitor in this category is fellow handheld system the PlayStation Vita, with ~3.8 million units sold. The best-selling home system of the generation in Japan is the Wii U with a comparatively meagre ~2.3 million units sold. In addition, the arcade industry is alive and well in Japan, with 4,650 video arcades still in operation (source: National Police Agency). All of this occurs due to Japan's high urbanization. Because Japanese homes lack the space for home systems, many prefer games which can fit into a pocket or are housed on another's property.
Japanese developers must consequently exploit existing userbases in certain fashions. Portable systems lack the power held by their contemporary home systems, so certain types of games which do not require this power are developed. RPGs and visual novels, for example, do not rely on timed inputs and are consequently simple to program compared to an action game.
Arcades, meanwhile, favor a style of game design which can be divided into discrete, individually-saleable "plays" rather than continuous experiences. This characterizes fighting games, rhythm games, and (to a lesser extent) shoot-'em-ups. Rhythm games have the added advantage that the arcade versions do not require the purchase of peripherals by the consumer.
As global cultural diffusion accelerates through the proliferation of the Internet, demand for Western games by Japanese consumers (and vice versa) has increased. The economic realities of the modern day are impermanent. The concept of a distinctly Japanese game may be impermanent as well.
Charging Down
Monday, June 15, 2015
Monday, June 8, 2015
The GameCube Controller: An Ignored Masterpiece
Disclaimer: The author owned a GameCube as a young child and logged way too many hours on it when he probably should have been doing chores or studying or playing sports or somesuch. His opinion of the controller may be colored more by his experience with it than any genuinely praiseworthy qualities it may or may not possess.
With the exception of motion controls and other gimmicks, innovations, and gimmicky innovations, the modern home console controller is fairly well-standardized as of 2015. Consider the following:
Source: http://www.digitaltrends.com/gaming/dualshock-4-controller-will-work-plug-mac/
Source: http://www.xbox.com/en-US/xbox-one/accessories/controllers/wireless-controller
Source: http://www.engadget.com/products/nintendo/wii/u/pro-controller/
All the controllers have roughly the same design: a cross of four face buttons, a D-pad, two analog sticks, bumpers and triggers, and two or three extra buttons in the middle. For whatever reason, all three controllers have slightly different placements for the analog sticks. Let's take a look at the GameCube's controller:
Source: https://en.wikipedia.org/wiki/GameCube_controller
Instead of a generic cross, the face buttons are arranged in some kind of whimsical balloon animal configuration. The buttons are distinguished by more than just position: the A button is differed from the B button by size, and both are differed from the X and Y buttons by shape. The labels on the buttons are also engraved rather than simply printed. All of this allows the player to easily identify the four face buttons by touch.
The two analog sticks are likewise distinguished. The left stick, the Control Stick, has three concentric circles to improve grip (since reduced to one, presumably to prevent calluses). The right stick, the C-Stick, has the letter C engraved into it and is smaller. The two sticks are not limited in their range of motion by a circle, but by an octagon. This allows for the player to more easily input a specific direction, as with the D-pad.
Following the rest of the design, the D-pad features arrows engraved into each of the four arms. It also features a curious pit in the middle, presumably to more easily rest the thumb in a neutral state.
Let's take a closer look at the shoulder buttons:
Source: http://www.8-bitcentral.com/nintendo/gameCubeImages.html
The L and R buttons feature two valleys in which the index fingers can nest comfortably. How natural this feels, especially compared to the anti-ergonomic L2 and R2 buttons of the DualShock, is difficult to overstate. It is here where the controller truly shines as it melds with two human hands.
It is difficult to understand why these design decisions have been ignored in a post-GameCube world. My own hypothesis is that it was too unslick and colorful to be imitated by later designers. Standard controllers became marketed exclusively to hardcore gamers, while new motion controls were aimed at the casual crowd. Such a clown-like design could not survive those who took games seriously.
With the exception of motion controls and other gimmicks, innovations, and gimmicky innovations, the modern home console controller is fairly well-standardized as of 2015. Consider the following:
Source: http://www.digitaltrends.com/gaming/dualshock-4-controller-will-work-plug-mac/
Source: http://www.xbox.com/en-US/xbox-one/accessories/controllers/wireless-controller
Source: http://www.engadget.com/products/nintendo/wii/u/pro-controller/
All the controllers have roughly the same design: a cross of four face buttons, a D-pad, two analog sticks, bumpers and triggers, and two or three extra buttons in the middle. For whatever reason, all three controllers have slightly different placements for the analog sticks. Let's take a look at the GameCube's controller:
Source: https://en.wikipedia.org/wiki/GameCube_controller
Instead of a generic cross, the face buttons are arranged in some kind of whimsical balloon animal configuration. The buttons are distinguished by more than just position: the A button is differed from the B button by size, and both are differed from the X and Y buttons by shape. The labels on the buttons are also engraved rather than simply printed. All of this allows the player to easily identify the four face buttons by touch.
The two analog sticks are likewise distinguished. The left stick, the Control Stick, has three concentric circles to improve grip (since reduced to one, presumably to prevent calluses). The right stick, the C-Stick, has the letter C engraved into it and is smaller. The two sticks are not limited in their range of motion by a circle, but by an octagon. This allows for the player to more easily input a specific direction, as with the D-pad.
Following the rest of the design, the D-pad features arrows engraved into each of the four arms. It also features a curious pit in the middle, presumably to more easily rest the thumb in a neutral state.
Let's take a closer look at the shoulder buttons:
Source: http://www.8-bitcentral.com/nintendo/gameCubeImages.html
The L and R buttons feature two valleys in which the index fingers can nest comfortably. How natural this feels, especially compared to the anti-ergonomic L2 and R2 buttons of the DualShock, is difficult to overstate. It is here where the controller truly shines as it melds with two human hands.
It is difficult to understand why these design decisions have been ignored in a post-GameCube world. My own hypothesis is that it was too unslick and colorful to be imitated by later designers. Standard controllers became marketed exclusively to hardcore gamers, while new motion controls were aimed at the casual crowd. Such a clown-like design could not survive those who took games seriously.
Monday, June 1, 2015
Introduction
What is this blog?
This is a blog for in-depth analysis of video games and every field they touch upon: art, music, voice acting, programming, business, etc. I'm hungry for the hidden truths of gaming. If you're as hungry as I am, then get ready to charge down...
Who is the author?
I'm a recent high school graduate entering a program in Computer Science. I've played video games my whole life; my first was Pokémon Stadium for the Nintendo 64. My favorite games include Zero Escape, Ace Attorney, and Shin Megami Tensei. Some of my other interests include martial arts, aggressive music, and film.
When can I expect updates?
You can expect updates every Monday.
This is a blog for in-depth analysis of video games and every field they touch upon: art, music, voice acting, programming, business, etc. I'm hungry for the hidden truths of gaming. If you're as hungry as I am, then get ready to charge down...
Who is the author?
I'm a recent high school graduate entering a program in Computer Science. I've played video games my whole life; my first was Pokémon Stadium for the Nintendo 64. My favorite games include Zero Escape, Ace Attorney, and Shin Megami Tensei. Some of my other interests include martial arts, aggressive music, and film.
When can I expect updates?
You can expect updates every Monday.
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