Uplink 6
“The MMO Issue”
October 2006
Contents:
• India's Media Culture
• Hello MMO
• Korea Media
• Paranoia Agent
• Tokyo Game Show
Introduction
In the days of yore, the summers before a major console upgrade cycle moved slower than 1970s magnetic tape media. Not anymore. Videogames generated major media splash this summer, partly because of a fresh wave of anti-game hysteria and censorship in the US (almost entirely shot down, thanks to effective lobbying by the IGDA and civil liberties advocates), but mostly because of the worldwide scale and scope of the game industry. Microsoft is finally churning out enough 360 consoles to meet demand, a raft of intriguing next-gen games are in the final stages of play-testing, the Nintendo DS continues to break sales records, while the first shipments of Nintendo’s Wii and Sony’s Playstation 3 are due to arrive this November.
This issue of Uplink examines three cultural spaces which have all become key nodes of the game culture: India’s media culture, massive multiplayer online (MMO) games, and Korea’s online games. We also have a review of Satoshi Kon’s dazzling Paranoia Agent (2004) TV series, unquestionably the greatest anime series since Hideaki Anno’s epochal Neon Genesis Evangelion (1995). Last but not least, we have a plethora of updates from the Tokyo Game Show.
India's Media Culture
Perhaps no nation has contributed more to the world media culture, while receiving less
all-round credit, than India. Each year, India produces one quarter
of all the films produced in the world. For decades, Indian films
have been wildly popular in the Middle East, Africa and Central Asia,
while directors such as Satyajit Ray, Ritwik Ghatak and Mrinal Sen created some
of the greatest films ever made. Yet the First World reception of
India’s media culture has been blighted for decades by the
most atrocious Orientalism.
As late as the mid-1990s, US networks routinely broadcast platitudes
about “timeless, spiritual India,” replete with a couple
shots of pilgrims bathing in the Benares, the invariable elephant in
a flood plain, and the inevitable Gandhi. You will note the
astounding divergence of this script from the US news coverage of
China in the 1970s, when US networks broadcast platitudes about
“timeless, Confucian China,” replete with a couple shots
of party cadres marching in Tiananmen Square, the invariable water
buffalo in a rice field, and the inevitable Chairman Mao.
Though telejournalism has much to answer for, US film and media critics were
hardly better. As late as the 1970s, Hong Kong
films, Japanese cinema and the Latin American telenovela were
regarded by the latter as second-tier or regional phenomena, whose
study was less important than decoding the great Western European
auteur films or documenting the effects (noxious or benevolent) of
Hollywood on US or overseas audiences. Part of the reason is what
might be called the ironic provincialism of Empire: very few US
scholars knew any South Asian languages or did the necessary research
on the region’s history or culture. In fact, India has its own
flourishing critical literature on the mass media, but many of these
works aren’t available in English translation, because Indian
universities don’t have the vast resources of their First World
counterparts.
What ultimately demolished those Orientalist stereotypes of China were the
twin hammer-blows of the Hong Kong film boom and mainland China’s
meteoric economic ascent. Something similar is happening to the
stereotypes of India, thanks to the latter’s fast-growing
economy and mushrooming software and services sector.1
That said, India’s path to mass mediatization has
been both faster – and slower – than China’s.
The reason is that India had an enormous film
industry as early as the 1930s. In the 1940s, the anti-colonial
movements which eventually won India’s 1947 independence from
Britain generated a wave of social realist films, heavily influenced
by India’s underground Communist Party and the IPTA, the
legendary left-leaning independent theater movement. During the
1950s, stars such as Raj Kapoor and directors such as Satyajit Ray
and Bimal Roy embodied the progressive energy and possibilities of
the early Nehruvian era.
One of the defining hallmarks of the Indian media is its tremendous
linguistic diversity. This is due to the country’s complicated
pre-capitalist history. Whereas China has one major
language (albeit splintered into myriads of often mutually
incomprehensible regional dialects) and a powerful sense of a unitary
national identity, based on millenia-old centralized bureaucracies
and feudal dynasties, India has dozens of languages and thousands of
ethnic groups. Though the Mughal Empire formally unified much of what
became contemporary India in the 1500s, its administrative reach was
relatively weak. British colonialism began in 1600 and quickly
displaced the Mughals, but did not subjugate the entire subcontinent
until well into the 19th century.
Today, India has 24 official languages, and there are hundreds more, spoken by smaller
communities. (Out of India’s twenty-eight states, only ten use
Hindi as their main official language.) The citizens of Kerala speak
Malayalam, the residents of West Bengal speak Bengali, citizens of
Maharashtra speak Marathi, and so forth. These linguistic regions
have spawned vibrant media cultures, everywhere from the Tamil film
industry of Tamil Nadu and the Telugu cinema of Andhra Pradesh to the
Bengali cinema of West Bengal. In this respect, multilingual and
multicultural India is probably closer to the European Union than to
the US.
These local media
cultures have powerfully influenced the development of India’s
national media culture, which can be divided into three major
periods:
1. The dominance of
commercial Hindi films in the 1947-1960 period, or what can be
referred to as the classic age of Bollywood (originally a pun on
Bombay, where most of the Hindi film industry is located, though the
city has since been renamed Mumbai). During this period, about half
of all Indian films were in Hindi.
2. The rise of
non-Hindi film cultures from 1960-1991 and the emergence of state-run
TV broadcaster Doordarshan (the Indian equivalent of America’s
PBS or Britain’s BBC). Since the 1980s, the market shares of
films in Hindi, Tamil and Telugu have averaged around 20% each, while
the share of Malayalam, Kannada and Bengali films hovered between
5-10%.
3. The rise of
vernacular television cultures in local languages after 1991 (e.g.
Tamil-language station SunTV and Hindi channel ZeeTV, as well as
Murdoch’s heavily localized StarTV and Sony’s network). Some of
India’s leading firms are beginning to bankroll ventures in animation and
videogames. For example, Reliance Entertainment, part of the Ambani industrial empire, plans to invest
€83 million over the next three years in Indian gaming cafes and game portals. The plan is to
start with casual games first, supplement these with action games, and then move on to
free-standing MMOs.2
India’s current
game market is still fairly small, with revenues of somewhere between
€50 and €70 million last year, whereas China’s game
market hit €569 million, according to research group Niko
Partners. But India’s installed based of game-capable
cellphones, broadband connections, personal computers and handheld
game devices is growing fast. Microsoft
began selling its Xbox360 in the Indian market this August, while
Sony has had wide success with its PS2. Nintendo’s
handheld games are becoming especially popular in many Indian cities,
and development kits for its new Wii system are already affordable
for large numbers of Indian game developers.
Given
India’s bourgeoning software industry, a film industry which
sells a billion tickets every year, and a blossoming animation
industry already racking up revenues of €150 to €200
million per annum, it’s only a matter of time before India
becomes a powerhouse game producer.
– DRR
Endnotes
1. It should be emphasized that while India’s current economic
boom is real enough, its social effects have been deeply polarizing.
While the coastal east (West Bengal), the coastal west (Gujarat) and
the southern states (Kerala, Andhra Pradesh and Tamil Nadu) have
experienced rapid per capita growth, the Indian interior has grown
much more slowly. Furthermore, India’s cities have boomed, as a
rule, at the same time that large areas of the countryside are
wracked with stagnation and poverty – a very different pattern
from China, where a rural boom jump-started urban growth. When the
Chinese take-off began to favor the coastal regions over the interior
states in the early 1990s, its national government mobilized vast
resources to help the interior catch up (this is particularly
noticeable in the recent growth of interior cities such as Chengdu
and Chonqing).
One of the most urgent political questions facing India today is whether
it can pull off a similar feat. Despite India’s ideological
shift towards neoliberalism in 1991, the state continues to own many
key industries, and controls 70% of the assets of its banking system.
The state has also played a crucial role in maintaining respectable
levels of national saving (25% of GDP) and investment (26% of GDP,
much higher than the US, though lower than China). Finally, decades
of state industrial policies and educational investments were crucial
in creating flourishing industries such as software and
pharmaceuticals.
2. Accessed September 14, 2006. Web:
http://www.exchange4media.com/e4m/news/newfullstory.asp?section_id=1&news_id=22395&tag=17122&pict=1
Hello MMO
As any gamer will tell you, MMOs (massive multiplayer online games) are either the world’s
most enthralling genre, or the Web’s most colossal waste of
time, depending on the viewpoint of the gamer in question. Though
such schizophrenic reactions are hardly unusual in the game culture,
which teems with dissent and nonconformity of all kinds (including
monopoly-busting activities like modding and speed-run videos), the
genre does have some specific features which seem to enhance the
delight – or exacerbate the disgust – of players.
MMOs are not linear
narratives, they end whenever players decide to stop playing, they
tend to emphasize group interaction over single-player exploration,
and they have complex, sophisticated game-worlds, which do require a
fairly extensive investment of time and effort. If you enjoy
repetitive questing, role-playing and task management, MMOs are for
you. If you prefer opening up cans of Serious Sam-style
whoopass on cyberdemons, or platform-jumping your way through Mario
mayhem, then MMOs are unlikely to be your favorite cup of cappucino.
Whatever players may
think of them, MMOs have become a major part of the contemporary
gaming landscape.1This
wasn’t always the case, for good historical reasons. The MMO
had its roots in the text-based adventure games and MUDs (multi-user
dungeons) of the late 1970s and early 1980s personal computer
culture. However, due to the limitations of early computer networks,
which were usually limited to a single mainframe or server on a
campus or research facility, character interactions were
correspondingly simple – checking in, checking out, picking up
items, chatting via text-messages, and so forth.
These early forms
quickly evolved into 2D graphical games in the late 1980s, and
eventually into Web-accessible 3D graphical worlds in the mid-1990s.
This shift went hand in hand with a quantum leap in the genre’s
fan-base, from a small group of like-minded professionals to a broad
strata of US, Western European and Japanese consumers, and finally to
the planetary commons of today’s Web-citizenry. This led to an
equally dramatic expansion in the range of fan input and the types of
fan participation, with consequences both good (increased
multicultural and gender diversity) and ill (increased cheating,
verbal abuse, and anti-social behavior).
Nowadays, MMOs are
full-fledged worlds, replete with cinematic cut-scenes, orchestral
sound-tracks and complex storylines. Blizzard’s World of
Warcraft and Sony’s Everquest are exercises in mythical
fantasy, while NCSoft’s Lineage I and II and City of Heroes are
more attuned to heroic action. Then there is Nexon’s smash 2D
hit, MapleStory, which features an adorable range of characters
engaged in Zelda-like action quests.
Whatever their other
differences, MMOs do have one key similarity: they are based on
accumulation. This is both more – and less – capitalist
than it sounds. You and your online partners search primarily for
skills and items, and only secondarily for currency units (in fact,
the spawning of multiple characters or accounts just to accumulate
currency is called “gold farming” and will get you kicked
out of the game-world, if they catch you).
While most of the
larger MMOs are commercial enterprises, they are not automatic
monopolies shoving content down the throats of their consumers, but
rather complex public-private partnerships, with strong elements of
egalitarianism, non-profit and public service, democratic
participation and community self-management.
Successful MMOs must
have balanced skill sets, and a range of customizable items. They
must have structures of interaction enabling players to converse,
trade items, and exchange information. They must also be flexible
enough to accommodate newcomers and bouts of frantic onscreen action,
while being strategic enough to reward long-term cooperation.
There are striking
parallels to professional sports leagues, which have never been just
about money-grubbing owners (though these latter do exist). The
sports industries are an exceedingly complex terrain, where political
battles rage between greedy owners versus player unions and fan
loyalty, multicultural inclusion versus xenophobic reaction, team
spirit versus star egos, Olympic spirit versus crass consumerism.
Similarly, MMOs are not just a mirror of the multinational capitalism
which created them. They are also an emergent potential public space
or commons, teeming with the (heavily mediated and coded)
multinational subjectivities, cultural conflicts and political
struggles of our era.
– DRR
Endnotes
1. The MMO audience has
expanded into the tens of millions. Analyst Bruce Sterling Woodcock
has comprehensive statistics here: http://www.mmogchart.com/
Media Korea
One of the most intriguing aspects of the MMO market is the rise
of Korean and Chinese game firms from niche players to world-class
producers. This extraordinary change is due partly to geopolitics and
partly to state intervention, plus a healthy dose of sheer luck.
Until quite recently, Korea and China banned the sales of Japanese
videogame consoles and other mass media, due to grim memories of
Imperial Japan’s brutal colonization of Korea and the murder of
millions of Chinese in WW II. As a result, the Korean and Chinese
videogame culture was mostly limited to pirated copies of personal
computer software.
The key trigger of East
Asia’s MMO boom, though, was the confluence of two crucial
investment decisions. First, both China and South Korea invested
heavily in national high-speed Internet networks at just the right
time – the late 1990s, the moment the technology required for
truly immersive 3D online games emerged. Second, Korea’s
developmental state overhauled its cultural and media promotion
strategy, jump-starting the development of Korean game firms in the
mid-1990s.
Here’s
how it happened: since the 1950s, Korea had strictly limited imports
of foreign films and provided subsidies for its domestic film
industry. Despite limited financing and rampant censorship by
brutish, dictatorial governments, the system did allow a significant
national film culture to emerge, which produced anywhere between
50-150 films a year. However, in the 1990s US neoliberals pressured
Korea to deregulate its mass media – i.e. open the floodgates
to US and European media firms, who had long salivated at the
prospect of gobbling up Korea’s lucrative media market. Some
deregulation did occur, and the result was that the Korean film
industry went into crisis, partly due to its inability to compete
head-on with foreign imports, and partly because of the rise of
domestic television and cable TV.
Hollywood
thought it could roll over its competitors like mediatic
MacArthurs, just like Murdoch’s StarTV thought it could simply
crush India’s domestic media culture in the 1990s. How wrong
they were. In one of the greatest guerilla campaigns of media
history, Korea responded with tactical flexibility and strategic
innovation. Korean television not only created its own unique
domestic programming, animation series and melodramas, but began to
export them to other East Asian nations. The result was the so-called
“Hallyu” or Korean Wave, where a raft of Korean media
exports won critical and commercial success throughout East Asia, and
especially in Japan.
The key moment for videogame industry came in Korea’s 1997-1998 economic crisis, which forced Korea to nationalize
two-thirds of its banking system and scrap its neoliberal policies.
Ironically, the crash did have the positive effect of helping to wean
the Korean media industry from dependence on the chaebol, the
large-scale Korean conglomerates responsible for much of Korea’s
industrial boom.1
While the chaebol were effective (albeit occasionally brutal) agents
of industrialization, they never had a long-term strategy for
investing in the mass media.
In response to the economic crisis, the Korean government set up a
number of new initiatives in media and technology, targeting film,
animation and especially gaming as potential growth markets for the
future. Networks of training, education and development were created
in universities, and game firms were given the sort of favorable tax
breaks and start-up help once accorded only to heavy industry.2
Given the opportunity to shine, Korea’s gamers responded with skill
and ingenuity. Firms such as NCSoft pioneered the creation of truly
large-scale MMOs, accessible to millions of players instead of
thousands, and quickly exported this model to other markets,
especially China (in fact, China’s online culture deserves an
article in its own right). Today, Korea has one
of the most vibrant game cultures in the world, ranging from handheld
and mobile games to professional
leagues of videogame players. Interestingly, Korea’s
online game culture has retained a plebian and collective social
character not always apparent in its US counterpart. This is due
partly to Korea’s egalitarian distribution of income, and
partly to the fact that its game culture is tied to collective spaces
such as PC baangs (the US market is deeply polarized between low-cost
home consoles, and high-end PC games dominated by upper-class
professionals).
Odd as it sounds, one of the South Korean media culture’s greatest long-term strengths may be the presence of its estranged sister-state,
North Korea. The Kim Il-Sung regime is not without its faults, but it has world-class film, theater and cultural
infrastructures.3 The result is a
trained, disciplined workforce which could someday transform South Korea’s regional culture into a global cultural power-house. There is a
model for this in the integration of East and West Germany in 1990: Leipzig, the capital of Saxony in eastern Germany, is the host of the Leipzig
Games Conference, Europe’s premier annual gaming event, while Eastern Europe in general has become a significant seedbed of game production. Let’s
hope Korea’s eventual reunification occurs by way of the videoscreen, and not by way of the battlefield.
– DRR
Endnotes
1. This is not to argue (as the neoliberals frequently do) that the
chaebol held back or otherwise prevented Korea’s economy from
flourishing. As Alice Amsden’s Asia’s Next Giant
proves in copious detail, Korea’s family-run business
empires or chaebol were hugely successful engines of
industrialization and development. That development came at a
terrible human and ecological cost – hideous labor
exploitation, 14-hour days, toxic pollution, miserable
living-standards, etc. But the chaebol also invested in technology
and the real economy, and transformed a Third World country
devastated by Japanese colonialism and Cold War civil war into a
thriving Second World industrial power. Much of the best about
capitalism is inextricably interwoven with its worst.
It should also be noted that today’s reengineered chaebol are
shedding their status as family-owned businesses and becoming genuine
corporate networks, similar to Japan’s keiretsu. China has
keenly followed Korea’s development, and is creating its own
variant of state-business networks to power the next leg of its
development.
2. Here are some of the links detailing these networks:
GameStar Korea: http://www.korea-e3.com/
Korea Meets the West: http://www.e3korea2006.com/
KOTRA (Korean Trade-Investment Promotion Agency: http://english.kotra.or.kr
KGDI (Korea Game Development and Promotion Institute): http://www.gameinfinity.or.kr
Gstar (Korea’s annual game conference): www.gstar.or.kr
3. Timothy Savage has this to say on North Korea’s film culture:
“In terms of production value, Hong Kil Dong is on par
with most Hong Kong kung fu flicks. It's full of elaborate fight
scenes, stunning period costumes, and the occasional gory bit of
blood-letting. As with most such films, the acting tends toward the
melodramatic, but does not cross the line into crassness. The
director intersperses plenty of long shots of winding paths between
mountain ridges, reflecting the natural aesthetic that is common to
North Korean art – in contrast to the Socialist Realism that
pervaded Eastern European regimes during the Cold War. Indeed, the
casual observer shown this movie would likely not be able to tell
that it was made in North, rather than South, Korea.” Accessed
October 5, 2006: http://www.koreanfilm.org/nkcinema.html
Paranoia Agent
Satoshi Kon’s latest anime TV series, Paranoia Agent (2004), is
a visual and aesthetic marvel. In addition to signature Kon motifs
such as multimedia realities, mysterious doubles, and intricate
plots, Kon manages to pastiche the cop thriller, the film noir, the
fantasy mythology, and even the videogame-to-movie film. While
Paranoia Agent never fails to generate suspense and
excitement, it is also a deeply subtle meditation on the politics of
consumerism and mediatization. Every aspect of the series emanates
quality, from the unforgettable opening tag to the deceptively
subdued closing credits. There are no cliched characters, just
complex human beings who never do what we expect, and wrestle as best
they can with social conflicts they only dimly understand and cannot
hope to control. But struggle on they do, and Kon honors that
struggle – and the intelligence of the audience – with an
extraordinary parable of the arrival of multinational media politics
in East Asia.
Each episode begins with a pulse-pounding techno song, written by Susumu
Hirosawa, featuring an eerily compelling melody and character-images
juxtaposed against tsunamis, mushroom clouds, motion-blurred Tokyo
streets and Himalayan mountains. Conversely, each episode ends with an
unsettling scene of the characters asleep in a field, their
unconscious bodies forming the shape of a giant question mark, subtly
hinting that the series itself is something like collective dream,
and we must now awake to the labor of interpretation and social
action.
The two main characters
of the story are two police officers, the hard-bitten, experienced
Keiichi Ikari and his younger, more free-thinking partner, Mitsuhiro
Manwa, who investigate a series of unusual criminal assaults.
Citizens are being struck down by a mysterious teenager on roller
blades, armed with a golden bat. The media quickly christens the
attacker shonen batsu, or literally “Bat
Boy”, which the English translators wisely rendered as
“Li’l
Slugger” (probably because the term would be too reminiscent of
the “bat boys” in US baseball culture as well as
the Batman comics and films – Kon had something genuinely
frightening and scary in mind).
What is most extraordinary about these two characters is that Kon neither
reprises his own earlier work, i.e. the relationship of the older
interviewer and younger camera assistant in his superb film,
Millenium Actress (2000), nor resorts to the sterotype of the
national action-hero and the technologically savvy (but secondary)
side-kick. Each character represents some fundamental contradiction
between multinational culture and national identity, which we still
need to identify.
Their nemesis, L’il Slugger, has an intriguing mass-cultural
forerunner in the multinational media, namely Captain Baseballbatboy
in Remedy’s blockbuster videogame, Max
Payne (2001) – a canny reappropriation of a Euro
videogame in an East Asian turn. But whereas Baseballbatboy is a
minor figure in Max Payne, L’il Slugger takes center
stage as the threatening avatar of every media panic ever created.
While the very first assaults are not fatal, they turn into savage
beatings, and finally into grisly and appalling murders. As the
violence spirals out of control, panic begins to reign on Japan’s
streets. It’s a testament to Kon’s genius that this
storyline is essentially placeless and stateless: it applies to
pacified, consumerist Japan as much as to the lethal kill-zones and
urban guerilla warfare of contemporary Baghdad.
The
search for L’il Slugger is interpolated with the story of
Tsukiko Sagi, a young woman who is a successful anime artist and the
creator of Mellow Maromi, an innocent-looking anime mascot. We aren’t
going to reveal any plot spoilers, but suffice to say that all is not
well with Sagi, and her increasingly grim story (closely tied to the
broadcasting culture of Japanese anime) becomes pivotal to the entire
series.
In fact, this foregrounding of anime culture is the key to the story.
Anime fans will instantly recognize two tongue-in-cheek puns hidden
in the names of the police officers: “Ikari” inevitably
suggests the father and son Ikaris in Hideaki Anno’s
world-shattering TV series, Neon Genesis Evangelion (1995).
“Manwa” suggests “manwha”, the word for
Korean comic strips, which is experiencing a cultural efflorescence
quite comparable to Japan’s manga or comic strips. This
foregrounding of a Japanese TV hit and a Korean cultural form is both
a subtle clue to the allegorical position of the two characters –
inside and outside of the Japanese nation-state, respectively –
as well as a hint of their eventual fate.
Again, without revealing too much of the story, there is a crucial moment
when Ikari and Manwa fall literally and figuratively out of the space
of the nation-state. Midway through the series, they resign as police
officers, only to continue their search for L’il Slugger under
different auspices. This move allows Kon to move away from the crime
thriller as a form, and to include a range of new characters. Three
of the most prominent are an elderly homeless beggar, vaguely
reminiscent of a wandering Daoist monk; a woman who has some
mysterious power to ward off L’il Slugger; and Harumi Chono, a
straight-laced tutor. Of course, all of these characters are
extraordinarily complex, and each is connected in mind-bendingly
complex ways to other characters.
One of the key moments of this multinationalization is an episode of
interactive gaming, which draws deep from the videogame genre.
Another is an episode of three hapless, hopeless characters, who make
a pact in a Web chatroom to kill themselves, and spend the rest of
the episode failing to do so, in what may seem like a life-affirming
gallows humor. But Kon has a surprise in store for us: at the very
end of the episode, there is an extraordinary moment when the three
characters, seemingly reconciled to life on earth, pass in the
background of some schoolgirls taking a photograph with their
friends. Then the schoolgirls look at their instant photo and see...
what, precisely? Something terrifying, indeed, but we are never
shown.
This
is a canny rewriting of a similar scene in The Grudge, a
film which propagates a creepily effective, but nasty Koizumi-era
neoconservativism. In The Grudge, a schoolgirl takes a photo
of some of her classmates. Later, some of those classmates die in
strange and inexplicable circumstances. When she finally gets the
photo developed, she (and we) see the group of schoolgirls, seemingly
normal, except that a strange, black blur has occluded the eyes of
the dead schoolgirls, making them look almost like eyeless corpses.
But how could a photograph taken before their deaths possibly show
what came later? (The storyline of The Grudge operates on a
kind of plague theory of images: if you see a certain ghostly image,
you invariably die.)
But where The Grudge condemns its characters to mythic repetition,
the hallmark of capitalist ideology, which ultimately explodes into
symbolic aggression against the viewing audience itself (the very
last scene of the movie), Paranoia Agent dares to break the
cycle of violence, by turning the cultural superstructures of
multinational capitalism against its infrastructures. In the end, the
only thing we truly have to fear in capitalism is the fear of change
itself: it is the fear that our own alienated subjectivities, transformed
by the mass media into masks of repression, might someday shatter
those masks, by means of our own mediatic self-cognition. This is
nothing less than a call for a new, East Asian-wide class
consciousness, capable of resisting keiretsu capitalism and East
Asian neoliberalism on its own privileged terrain. Fittingly, Kon
ends the series not with the signature question mark, but with a call
to action.
To use a metaphor which will only make sense if you take the Red Pill,
and actually sit down and watch the entire series, we are all
Manwa-style radar-operators now, decoding the spectral patterns of
the totality on our computer screens. But we also have to have the
Ikari-esque will-power to act on what we know, to fulfill the promise
of the image society with acts of solidarity with all the peoples of
this Earth.
– DRR
Tokyo Game Show
November is around the corner, and the anticipation for the PS3 and Wii is
beginning to reached its frenzied peak. The Wii launched its press
campaign in mid-September, unveiling family-friendly pricing ($249)
plus a raft of online options and quirky games (including the next
Zelda blockbuster). Somewhat later, Sony put on the full-court
press at the Tokyo Game Show. Venerable franchises such as Ridge
Racer looked superb, newcomers like Resistance shone,
while superheavyweights Devil May Cry 4 and Metal Gear
Solid 4 put in jaw-dropping appearances. Not to be outdone, the
360 has showcased Gears of War, some fine-looking Japanese
RPGs, and scored a coup by landing Remedy’s Alan Wake and
an independent game project headed by director Peter Jackson.
Meanwhile, the aging PS2 continues to host some wonderful games,
ranging from Okami to God of War 2.
When you read between the headlines, though, not much has changed since
the spring. Sony and Nintendo continue to listen to their fan-base
and innovate, while Microsoft continues to rely on largely defensive,
reactive strategies. On the plus side, Microsoft has finally admitted
it needs some sort of portable media device to answer for the Sony
PSP and Nintendo DS. The company also admitted what everyone knew –
namely, that its early units had heating and reliability issues –
and paid to have these units fixed for free, a welcome sign of
humility and transparency. Also, its XboxLive service is more
polished than ever, and features some fine casual games.
On the minus side, Microsoft continues to drag its feet on the issue of
a built-in hard drive and HD-DVD peripheral. The classic problem with
add-on peripherals is that most consumers would rather buy a
do-it-all device rather than bother with the hassle of plugging Part
A into Console B. (PC enthusiasts don’t have a problem with
this, but that’s already Microsoft’s core market.) Also,
Microsoft’s third-party developer strategy is still too keyed
to PC game developers rather than independent firms.
Finally, Microsoft’s XboxLive service continues to charge $49.99 per year for
access to online games. Paying for customizable content is fine, but basic access
for multiplayer gaming should be free, and Sony and Nintendo are leading
the way here.
Sony’s position is so secure, they felt confident enough to cut back on
their original shipment targets for the PS3 launch, and delay the
arrival of the PS3 in Europe until March 2007, due to shortages of
Blu-Ray laser diodes. (It’s worth remembering that the PS3
launch numbers will still be larger than the original launch numbers
for the PS2, even though the PS3 hardware is an order of magnitude
more complex than its predecessor).
Sony can afford to take its time. The 360 arrived a year too early and a
hard drive/HD-DVD accessory short, while Nintendo’s Wii isn’t
competing in the same market as the PS3. To date, all Microsoft has
really done is to grow the potential market for the PS3.
– DRR
Stay tuned for Uplink 07: Wii are Family/PS3 Launch Co-Extravaganza!