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Just where is the video game industry going today? What will be wowing the masses tomorrow? Who's going to be the next big star, make the next big title? When can you expect it? How much is it going to cost? ...and most important, will it be worth it?
These are all-important questions for in the video game industry. Questions that were just as relevant 20 years ago as they will be 20 years from now. In order to understand where we are going, it is important (as with all things), to understand where we have been, and what got us where we are today.
So, who is going to be the winner? This is always an interesting point of debate. It's hard to say who'll come out ahead this year, although bear in mind the market is large enough to support two, even three successful consoles nowadays. Let's take a look at the various strengths and weaknesses (or alleged ones, in the case of the GameCube and X-Box).
Sony PlayStation 2
- Strengths:
Most technologically advanced console at present time
DVD compatibility
Backwards compatibility
Firewire/USB compatibility
PlayStation reputation
Currently in bed with SquareSoft
- Weaknesses:
Expensive when compared to competition
Allegedly hard to develop for
Needs more A-list titles
No online support (yet)
Tooth fairy easier to find on store shelves
- Summary: An immensely capable system with excellent growth potential. However, issues like internet support and a steady stream of A-list titles need to be exploited quickly before its market is eroded by Sega, Nintendo, and Microsoft. The current unit shortage may not particularly help Sony's situation either; if units aren't available until March of next year, many people will hang on to their cash in favor of Nintendo or Microsoft's new offerings next Fall (how many people do you know who passed over a Dreamcast in order to buy a PS2? The same logic applies here). Still, the Sony brand is very highly regarded and has much public mindshare... it will all come down to the games; many of which will need to be new experiences as opposed to remakes of classic PSOne titles.
Sega Dreamcast
- Strengths:
Diverse library of strong 1st and 3rd party titles
Internet capability
Half the price of competition (will likely drop again in 1st/2nd quarter of 2001)
Inexpensive games (many at or around $39.99)
Easy to develop for
Shortage of PS2 units will likely spur sales
- Weaknesses:
Not as powerful as competition
Many A-list titles delayed (Half-Life, Unreal Tournament, Metropolis Street Racer, etc)
Overall user-base below projections
Sega of Japan sending mixed messages about future of company; consumer confidence low
Questionable/insufficient marketing
- Summary: An inexpensive, powerful system mired in the politics of it's parent company. While seemingly uncertain of which direction they wish to go, Sega of Japan may have a dark horse contender in the US once the price drops to $99, the mass-market acceptance number. High-quality titles from in-house production teams help this system stand out as does near-flawless online play via sega.com, but with not nearly enough public advertising exposure and the supposed eventual demise of Sega itself, establishing an identity with the consumer is tenuous at best. Still, the current PS2 shortage will help it through the end of 2000; it's continued success will depend on how soon it reaches that critical $99 price point.
Nintendo GameCube
- Strengths:
Easy to develop for
Exclusive Nintendo 1st party titles
Inexpensive ($99-$149?)
- Weaknesses:
Nintendo often labeled as a "kiddie" company
Range of 3rd party support unknown
Heavy reliance on existing Nintendo properties (Mario, Zelda, etc)
Launch coincides with Microsoft X-Box
- Summary: Not a whole lot is known about the GameCube yet, but if screenshots tell any sort of story it looks just as capable as any of the other next-gen systems. The big question here is how much gamers are willing to shell out to play the next wave of Mario/Zelda/Donkey Kong titles...ironically, Nintendo's biggest strength (it's characters) is also one of it's biggest weaknesses. To make this system attractive, there will have to be a good supply of 3rd party titles to diversify their game lineup, otherwise the GC could end up being another N64: a machine primarily used to play the often ingenious 1st party Nintendo titles. But in all fairness, Nintendo's choice of a disc-based media and a seemingly much more friendly arrangement for 3rd party developers would point to a very bright future for the GameCube; the price point will be the final deciding factor.
Microsoft X-Box
- Strengths:
Backed by Microsoft
Embraced by PC development community
Includes modem/hard drive for online connectivity out of the box
Based on spec sheets, will be the most technologically advanced console in history
Massive advertising budget for launch ($500 million)
Easy to port games from PC
Possible deal with SquareSoft
- Weaknesses:
Japanese developer support fairly small
Unknown price point
Microsoft relatively unknown outside of PC circles
Abundance of PC-styled games may turn off typical console gamers
Launch coincides with Nintendo GameCube
- Summary: Probably the biggest pile of unknowns, there's no question that Microsoft will have X-Box advertising all over the place well in advance of the system's launch. With half a billion dollars in pre-launch ad funds, there won't be a place you'll be able to hide. The main questions here are the price of the unit, and what type of support it'll get from console game developers. It's fairly well known that PC gamers and console gamers often choose different types of games, and the abundance of PC game ports to the X-Box may be a turn off to the casual console gamer. Some Japanese developers are interested in developing for the X-Box (Konami, Capcom, and SquareSoft is also rumored to be interested), but so far it looks as though most games for the system will come from US/Euro game houses. However, the biggest thing going for the X-Box is Microsoft itself. With almost limitless cash flow, Microsoft could conceivably take a major loss on every unit sold and still not flinch. With the Nintendo GameCube (a more recognizable gamebrand) launching at around the same time, Microsoft will have to have some very sharp A-list titles available at launch to attract gamers' attention, but with the alleged raw power of the machine and access to a vast array of PC game developers, there should be more than enough 'wow' factor here to get the X-Box in a considerable amount of homes if the price is right.
So, there's a lot to consider and think about when it comes to the console market this year. Who will ultimately win in the end depends on what you the consumer buys, and everyone knows you're a fickle bunch. |