Doing its own thing is something Nintendo has always understood, and why it has utterly dominated the handheld gaming sector. There were certainly other companies vying for a portion of the market when portable electronic games first started appearing in the late seventies, but it was Nintendo – or more specifically legendary industrial designer Gunpei Yokoi – that realised form factor, price, battery life and cuteness were going to be the defining features of a successful product.
Nintendo knew almost instinctively that we can think of miniature games as something endearing. There is something about the reduced form factor that allows us to enjoy ostensibly limited and child-like experiences. The industrial design legend Donald Norman talks about how humans project a series of expectations onto objects, and how designers need to understand these in order to make successful products. In short: we kind of want small things to be cute – and Nintendo gets that.
But Nintendo’s rivals have usually made the error of thinking that to compete with Nintendo they had to beat it in terms of technology. The Neo Geo Pocket and Bandai Wonderswan totally understood the appeal of the cute, but they were largely restricted to the Japanese market. In terms of global competitors – from the Sega Game Gear, through the Atari Lynx to the PlayStation Portable and Vita – the philosophy has been “bringing the home console experience to your pocket”. Not only has that proved costly to the consumer in terms of retail price and battery life, it grates against what a lot of people want from a portable experience.
The PlayStation Portable wasn’t cute. Vita isn’t cute. Both tried to compete, in industrial design terms, with home consoles and with smartphones, dropping into an awkward aesthetic space between the two. When gamers first saw Ridge Racer on the Sony PSP they gasped in wonder – a true console experience on the go – but it turned out that not many people wanted that; not just because PSP was more expensive, but because (to a lot of people) it just felt weird to sit on a bus with this ostentatious piece of cold, sleek gaming technology.
The idea of the Vita as a mini PlayStation 3 or 4 has stifled the creativity of developers. Stunted compromised spin-offs of major console titles like Uncharted and Call of Duty have done very little except underline the differences between a home machine and a portable gadget. They didn’t work. It’s no coincidence that the most successful series on Sony’s handheld machines – Monster Hunter – is very much in the Nintendo mould of highly sociable titles with childlike collection systems.
The GameBoy, the DS and the 3DS haven’t just dominated this sector because they got the basics right – battery life, cost and sturdiness – they dominated because Nintendo understands that small things are cute and that cuteness pervades the whole experience. This is exactly what’s going on in the smartphone sector with Candy Crush, Fruit Ninja and Angry Birds. Bringing a game like Animal Crossing: Happy Home Designer into work or school is a very specific experience that has nothing to do with technology or gadgetry.
The Vita hasn’t really struggled because of mobile games, it has struggled because people don’t want to hug it.
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I mean, I'm not sure I agree with the specifics- they seem to be a bit too simplified (to claim that Sony's games like Patapon or Locoroco for PSP didn't understand handheld game design, for example, would be disingenuous), but on the whole, I think the piece is right- the reason Nintendo has stayed at the top of the handheld game market for three decades now is because they, and apparently they alone, actually understand what makes for a good handheld, and for a good handheld game.
Thoughts, System Wars?
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