Shifty Geezer said:
Yep. That's what Peter T was saying. Though I guess the CD innovation was Nintendo's in that they commisioned it, and Sony 'stole' it when Nintendo gave up and stuck with carts.
Given how ideas are a dime a dozen, I give the innovation title to whoever first popularized an idea. Sony mass marketted it, thus it's their innovation. Sega tried with the Sega CD, and showed the idea to be a failure.
Right now, it looks like Sony's copied Nintendo, but if the Wii bombs and Sony's tilt sensor goes on to be immensely popular (say...games that make significant use of it go on to a combined 10 to 20 million in sales), I'll give Sony props for a proper innovation, and Nintendo can get the failed dreams award.
BTW, Nintendo's European branch seems to have poor public relations.
PS. Thank god Nintendo hasn't patented their approaches and aggressively pursued them, that would have been horrible for the industry. (well, they've come after emulation a bit harshly, before eventually adopting it as their modus operandi)
I think the patent system should be revamped so companies have to take an active interest in protecting their assets. If no product (or significant attempt to make one) is made in say 5 or 10 years that makes that patent public domain. Likewise, if customers are demanding content in a way not offered by the content producers, that should not be illegal if the company does not attempt to make a profit off it. Applies for emulation, and applies for music as well. If people are pirating your music, you don't tell them "no that's wrong, go buy the cds," you say "here's our online distribution method, do it the legal way." I think regulation meets better success than outlawing, and makes the protectionist laws more sensible because an alternative is offered to illegal activities.
I dont get however why a new controller should be automatically "innovative", yet a new optical format or a radically different CPU (Cell) not.
Because a new controller directly affects how the consumer interacts with the game, the cpu and optical format are transparent to the consumer and only matter to the developer.
Piracy had very little to with it, really. Since they could have opted for a proprietary optical media, if they wanted to.
The control Nintendo had over the production and the extremely high margins made with the sales of cartridges are the main reasons that explain why the N64 was not CD based.
Seems to me here, that an analogy could be made to Nintendo's insistence on still having their own console, rather than going 3rd party.
Anyhow, why go for proprietary optical media, when they already had the production lines for carts? The gamecube optical disks did not fit Nintendo's vision for games (do you honestly think we needed those prerendered using in game asset cutscenes in super mario sunshine?), plus they were produced by Panasonic so Nintendo got nothing from the actual production of the media. I think Nintendo likes double dipping, though the N64 probably taught them a little lesson about that, as did the Genesis (just what will happen to you when competition is around), and I'm not sure if DS's carts are produced by Nintendo still since they look like generic SD cards.
What will Nintendo do with its cart production lines once GBA game production ceases? Maybe they can be retooled towards making controllers or consoles.
Also to add to my list earlier, Ninendo was the first to have expansion ports on the actual controller (DC, Xbox copied) and the first with 4 built-in controller ports if I'm not mistaken?
I'd call controller expansion ports a failed idea, in market success, mindshare, and several technical reasons. The 4 built-in controller ports was a success, though I'm not sure for how long since I don't think Xbox 360 has 4 controller ports, and not sure about PS3. 4 player gaming definetely seems to be a success though, even if the offerings on Microsoft's and Sony's consoles for it are a bit slim.
I think Sony did a better job at making the analog stick mainstream. The N64 controller wasnt confortable at all, and the analog stick was way too sensitve. I couldnt find the analog stick a good idea because the controller's design didnt give me the chance to. The controller was painful for my hands as a whole
It wasnt until Sony put it on the PS controller which was more comfortable that I begun to understand the usefulness of the analog stick Nintendo was trying to depict with the N64.
Except the N64 was already a mainstream success by the time the dual shock came out, even if the N64 controller design sucked overall. I suppose it tried to be too innovative for innovation's sake.
And I can't think of very many psx games that even used analog control effectively (it usually just replaced using the dpad), let alone ones that showed it as revolutionary. Certainly nothing like Super Mario 64 did, though the control stick has stopped being revolutionary and has become a very integral part of gameplay. It's not something you consciously notice is there, games may not even make full use of its abilities, but once taken away, you realize how hard it is to control games without it.
Immersion and their partners create a variety of PC force feedback and rumble controllers for the PC ----> Nintendo copies
I actually think Nintendo was first here. In fact, the only rumble stuff I remember for the PC around the time period was some Microsoft Force Feedback joystick (and it was a full size joystick, not a gamepad) along with some steering wheels. Their motors were far more powerful than the stuff we see today though, and the experience much more immersive/invasive.