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gh87

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#1 gh87
Member since 2018 • 69 Posts

Didn't Phil Spencer say that Amazon and Google are bigger competitors than Sony and Nintendo, which Spencer said are "out of position"? Why would Microsoft still want to pursue the Japanese gaming market, which he figured hasn't given Xboxes chances? When the Japanese customers read Spencer's words, they would be compelled not to buy Microsoft's newest console coming... soon, maybe?

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#2 gh87
Member since 2018 • 69 Posts

I am hoping that another dual-screen handheld will be released, but I don't see it happening soon. 3D effects are mere gimmicks and should never be used again. Another dual-screen handheld's touchscreen should be more finger-oriented, like smartphones, and make styli optional. But anticipate less than stellar battery life if more powerful screens with better frame-rate and high resolution are highly prioritized.

Oh, and the dual-screen handheld should have two analog sticks, like the Switch, and more buttons.

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#3 gh87
Member since 2018 • 69 Posts

Hmm... I'm torn. Lite's battery life is not as good as that of newer model of Switch. Lite's battery lasts 4 to 7 hours, while newer Switch's lasts 5 to 9. If newer Lite model arrives with better battery life, then Lite it is.

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#4 gh87
Member since 2018 • 69 Posts

@uninspiredcup: You can assume what I am all you want. I've played beat 'em up games before, and... I'd prefer either a mobile game like 2048 or a story-oriented game. That aside, why would you choose those words as part of the thread title?

Honestly, I'm unsure whether beat 'em up games would have the same glory as or greater glory than they had at their golden ages. If I want to play a beat 'em up game, I'd play a freer indie game whose themes suit my tastes or something old (just to feel nostalgic) but as a collection product, i.e. compilation release, or more innovative but good.

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#5 gh87
Member since 2018 • 69 Posts

I hate to say this, but the thread's subject line looks clickbait-ish, isn't it? I thought for second Sega was gonna do something huge, but I guess that isn't the case.

Well, this is good news for the "beat 'em up" fans and the series fans. Still, it's clickbait-y.

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#6 gh87
Member since 2018 • 69 Posts

This topic is too subjective, isn't it? Also, I don't believe that a perfect console exists. Years of succeeding consoles prove that, while searching for and building the perfect console has been ongoing, we have years before reaching to the point where the perfect console would be released.

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#7 gh87
Member since 2018 • 69 Posts
@mclarenmaster18 said:
@Black96Z said:

@mclarenmaster18: where did you come up with the X1 sales number?

VGChartz, I'm aware this site can be accurate or inaccurate when it comes to sales figures.

Edit: There is also one of the old articles I found in CNBC where they mentioned the sales figures.

https://www.cnbc.com/2019/10/08/why-microsoft-xbox-isnt-as-popular-in-japan-as-sonys-playstation.html

Thanks for proving that XBox One is not appealing to Japanese masses. It also proved that Wii U was more appealing to them than XBox... in general, historically.

Globally however, I guess that Wii U was either less appealing or more overlooked. I guess Nintendo didn't execute the second-screen gameplay at home very well, huh? Meanwhile, the XBox consoles are not as appealing as Wii U in Japan, even though PS4 topped the generation there until the Switch was released.

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#8 gh87
Member since 2018 • 69 Posts

@djoffer: Switch is a hybrid. If Switch users use it for portability more than plug it to a TV, then they would treat it as a handheld more than either a plug-n-play or both (i.e. hybrid). This thread primarily focuses on typical plug-and-play consoles generally, though I did mention Switch just for the fun of it.

The stats chart doesn't split mobile games into free-to-play, paid, and others. Reading another article, seems that 94 million played a home console for at least one hour within the last three months, 66 million on smartphones and tablets, and 22 million on PC. Well, I found the "70% of ages 13 to 64" less transparent and more vague than I want to believe. Another article reveals that the average age of a mobile gamer is 36.3. A Business Insider article reveals that 90%+ mobile gamers are over 21, though the disclaimer reveals that accuracy isn't guaranteed. Hmm... those articles were made last year, i.e. months before the pandemic. Statista doesn't have this year's actual figures on mobile gamers; just forecasts. One of Statista data doesn't reveal how many gamers use console, mobile, or PC. Pew Research survey didn't even survey those under 18

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#9  Edited By gh87
Member since 2018 • 69 Posts

Despite PS4 selling 106+ million units as of December 2019, becoming the the top-selling console of this (eighth) generation, I have wondered whether the consoles of this generation, no matter how well advanced they are more than their predecessors, are something that younger (or newer) generations want to buy and own nowadays.

Personally, I want to buy a Switch because... it's hybrid and a real evolutionary step-up of switch between portability and plugging the device into the TV. Of course, it's as neither portable-efficient nor pocket-friendly as smartphones or handhelds, like DS and 3DS. At least the Switch contains motion controls (unlike Lite), but motion controls have become less and less popular nowadays and become more of a fad. It's also kinda pricey, so I'm waiting for newer, cheaper models of the Switch to arrive.

There are times when I want to buy a home console like PS4, but the home console has more disadvantages than advantages:

  1. being stuck to the TV, depending on how much you play the game
  2. space storage, especially if unused for a long time
  3. maintenance, especially if unused and collecting dust instead of put back into the package
  4. not enough incentive for game developers who would rather either aim toward mobile users or PC gamers
  5. if console is used, you would deplete your time to do school and/or work activities and find out recent events (unless you set up your own schedule)
  6. et cetera, et cetera

There is not much else to say about this VG console generation. Indeed, the statistics have proven that, in terms of revenue, mobile game earns the most, consoles second, and PC third.

Compare this gen to previous gens:

  • Third generation: Arcade games slowly lost its prominence, while home consoles like NES became increasingly popular, especially among younger demographics. It benefits gamers not wanting to go to arcades
  • Fourth generation: Other than censorship and content wars like Mortal Kombat, good games, consoles being more superior than their predecessors, and good ol' SNES vs Genesis competition, what else to say about that gen? Well, it's all cartridge... except Philips CD-i, which was a total failure.
  • Fifth generation: The shift from cartridges to CDs was compelling for most game developers and gamers, including younger ones. Meanwhile, the N64 conceded its defeat to PS1, sales-wise.
  • Sixth generation: I can't be sure whether younger gens want to simply play a DVD movie or a DVD-ROM game on PS2, the top-selling console of that gen, but at least Microsoft entered the console market, and Nintendo... tried its best. Meanwhile, Sega stopped making consoles after that gen.
  • Seventh generation: This was before the mobile gaming emerged. Meanwhile, the home console market was either a mess to begin with or... lacking sufficient diversity(?). XB360 had hardware issues (RRoD, anyone?), and PS3 was too expensive; Wii was introductory to motion controls, which has become a niche nowadays(?), and was able to exploit the consoles' disadvantages. Furthermore, that gen was just about Microsoft vs Sony, with Nintendo targeting different audience.

Despite the Wii's attractive revolutionary innovation of its time, the console is just one of plug-n-play consoles to me. I can't be certain whether I'm enthusiastic about consoles of this gen as I had about those of previous gens. I can't be certain whether the next gen would be more exciting than this gen. Currently, I have PS2 and PS1.

Honestly, like one gamer, I am worried about home consoles losing momentum to either mobile gaming or subscription-based digital services, just as arcades had to home consoles. You can also see Nintendo shifting away from traditional home consoles since... the Wii. You also haven't yet seen Sega reenter the console market, especially since it has be as innovative (or gimmicky) like Nintendo's or just very little different from Sony's or Microsoft's. However, I can see Sega going cloud gaming in the future, but time will tell.

And no, virtual reality is not as attractive as before but instead becoming its own shadow of the past. And I'm not confident that VR gaming in the future is attractive anymore.

EDIT:

My predictions on the next gen:

PS5 - 70 million

XBox Series X - 65 million

Nintendo's newer console - 50-70 million?

The above predictions are my observations influenced by mobile gaming (and cloud gaming).

ANOTHER EDIT:

If the next gen would have trouble attracting newer or younger gamers:

PS5 - 50 million

XBox Series X - 45 million

Nintendo's newer console - 35-40 million

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#10 gh87
Member since 2018 • 69 Posts

@R4gn4r0k said:
@uninspiredcup said:

The problem with mobile/tablet games isn't the platform or the input, it's the largely utilized models opting to try to gang-**** frustrate as many pennies as possible.

Even the limited control scheme people complain about can instantly be fixed, which i'm guessing is mainly used for emulators.

Nobody walks around with that in his pants.

But the problem is two fold indeed. For one the control options on smartphones are very limited. A mouse by itself already allows more precise inputs. And even if everyone had access to thise mobile phone controllers, they would need support from every game.

Secondly, every game on the app store/google play store looks the exact same, and is trying to copy other games, check screenshots for every game: they look the exact same.

every game has the exact same monetization options, with the 100 dollar fake coin option always being put forward as the most valuable options.

No, the most valuable option is always to uninstall that crap.

Play Bad North instead. It controls really well, and it's good.

The recycling/repetition of the game apps isn't that bad, is it? Well, sure, creativity is limited, but that's based on appeasing technical limitations of every tablet or smartphone. The most interesting part of match-three games is points-spending and story advancement, which.... doesn't advance a story. Of course, that's part of the gameplay. Mobile platform games are not my thing because they stress me out and, like you said, controls are too limited at best. Regarding monetization, that depends on individual choice. I barely spend much money as I want to. Indeed, I spent very little on real money in exchange for digitalized money points, consumable items, and all that. I don't spend $4,000 on one game, like some kid did (well, that's 3,000 pound sterling)

A touch screen is all that a mobile user can use to play a mobile game, but it's more suitable for very rushed portability, especially for employed work force who especially have very limited work breaks. Besides, I've not seen a casual gamer use a portable wireless controller anywhere to play a game on a phone; has anyone else? A controller.... is bulky to carry in a pocket.

Of course, battery consumption is more concerning than monetizing models IMO, and a charger is needed to recharge when battery quickly runs out, especially for workers to bring to work.

BTW, to play Bad North, I must buy the game for $4.99 and a phone capable of carrying the 200 MB game. If I am using an Apple device, then the device must be capable of running iOS 11 or later and contain a better RAM to run the game without crashing. If Android, somehow Google Play doesn't specify which Android version can run well.