Thursday, May 10, 2007

The Nintendo Wii is Changing our Gaming Experience

When Nintendo had fallen out of the market their only hope looked like joining their competitors in filling their consoles with high-definition graphic chips, but they chose a different scope with their Nintendo Wii, appealing to a wide market with their motion-controlled machine (Gaudiosi 2007, pg 35). Their unique controller offered a fun approach to video gaming for not only serious gamers but undiscovered gamers as well. The interactions of the players with the games are much more physical (Lehrer 2006), offering a more realistic experience, but where can and will this technology go?

Nintendo knew they had to provide something unique and innovative to the table if they still wanted a piece of the video game market, so they looked to upgrade their controller design that was long overdue for a change (Gaudiosi 2007). They changed how controllers interacted with consoles with wireless Bluetooth. This allowed the detection of the motion of the player, enabling playing of tennis by simply swinging the remote as a racket, opening all alleys of possibilities for game designs (Gaudiosi 2007). The one-handed remote felt natural to hold, but made it difficult to complete more complex task like walking around while pointing the remote as a gun. This was solved with the addition of a ‘Nunchuck’, an extension of the remote held in the other hand with a joystick to control movement of the character. This could also be used for tasks like wielding a sword in one hand (Wii Remote) and a shield in the other (Nunchuck) (Canadian Press 2006), enhancing the realistic experience. The unique movement of the Wii Remote is also used in mini arcade-like-games where you preform a move with the Wii Remote to preform a task (repeatedly shaking to ascend in Sonic and the Secret Rings), and if you turn the Wii Remote on its side it can be used to steer in race-like games. Lastly the Wii Remote contains speakers and a rumble feature. The speakers emit sounds, like noises made hitting a ball with bat or blades touching in swordfight, that you would hear locally, and noises like the ball hitting the ground or the sound of a fallen enemy are made by the TV. In the same way the Wii Remote vibrates accordingly when you hit a ball. Both these features and the inventive design of the Wii Remote further enhance the realism experienced by video gaming on the Nintendo Wii.

The Physcial nature of the Nintendo Wii has been looked upon as a possible answer to solve some issues of childhood obesity (Henderson 2007, pg. 33). If not solve it completely it may eliminate some aspects of obesity that video gaming itself creates. Since the Wii was released numerous studies of the physical benefits of the console have come to light (Henderson 2007, pg. 33). It makes you wonder whether this was just an effort to get the fat fit, but the new Wii offers more than just a workout. Ever since it was release it has been viewed as inferior in high-definition graphics to its competitors, but it makes up for that with the unique interaction it offers and the realism of feeling like playing the game literally (Lehrer 2006). It is already know that our bodies are closely liked with emotions (Lehrer 2006), that the beginning of an emotional experience begins with the body. How do we know if we are nervous if we do not feel the ‘butterflies’ in our stomach? Through exciting our body, getting it up off the couch and interacting with the game, the Nintendo Wii excites our minds and our emotions, making the experience a more real and emotional one, surpassing the realism of high-definition graphics.

So the Nintendo Wii has shown innovation with its Wii Remote design and innovation with the way and amount that a player interacts with games, but how will it influence the way games are designed and presented. At present the Wii is viewed as a party sort of gaming console, purely for fun, and when it comes to serious gaming other consoles come first (
Molyneux & Tucker 2007). Other machines are viewed as more powerful and more advanced, but Nintendo have a unique connection between their console and controller which may be wasted if they do not then do something unique with the games played on this unique console. We have already seen some innovation with the way the Wii Remote is used in such games as Sonic and the Secret Rings (Corbett 2007). The Wii Remote being used on its side to steer Sonic left and right, different buttons perform different jumps, slides and grinds, and when in the air by plunging the Wii Remote forward you can lock-on to an enemy and perform a homing attack (Corbett 2007). At times the Wii Remote is not entirely flawless, and there is room for improvement. With improvements to the remote’s accuracy there is possibility for improvement to the gaming experience. But what can they do that is really innovative? Something to really change the way we interact with and view video games. Creating some form of controller that is sensitive to movement of every part of the body may create a real feeling of control and realism right in your own living room. It is important to the Nintendo Wii’s success that this new technology is seized and used in a way entirely unique to video gaming.

The face of video gaming has changed drastically over its existence, but every improvement has only been in baby steeps. Nintendo have blown their competitors out of the water with their unique motion-sensitive controller, offering a more emotional and personal experience while playing video games. The possibilities of what will come next are limitless, only limited by the creative brains behind this development. Nintendo have all eyes on them at the moment, but not forever. What will they do to keep this fun little console beside everyone’s TV?

References
Canadian Press (2006) ‘Nintendo Wii Controller Turns Heads at E3’ CTV http://www.ctv.ca/servlet/ArticleNews/story/CTVNews/20060512/nintendo_E3_060512/20060512 (accessed Monday 7th May 2007)
Corbett, Anthony (2007) ‘Sonic and the Secret Rings’ Gamer Iss. 3; pg. 36-39
Gaudiosi, John (2007) ‘Why Wii Won’ Business 2.0 May 2007, Vol. 8, Iss. 4; pg. 35
Henderson, Tim (2007) ‘Let’s Get Physical’ Nintendo Gamer Iss. 3; pg. 32-33
Lehrer, Jonah (2006) ‘A Console to Make You Wiip: How the Nintendo Wii Will Get You Emotionally Invested in Video Games’ Seed Magazine.com http://www.seedmagazine.com/news/2006/11/a_console_to_make_you_wiip.php (accessed Monday 7th May 2007)
Molyneux, Peter & Tucker, Henry (2007) ‘Game On’ ITNow May 2007. Vol. 49, Iss. 3; pg. 16
Poole, Steven (2000) Trigger Happy Arcade Publishing, New York
Wolf, J. P. Mark (ed) (2002) The Medium of the Video Game University of Texas Press, Austin

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