But I'm somewhat confused. Sony didn't "make" online happen AFAIK. They just had an ethernet adapter for the PS2 which developers could choose to implement. What was the extra mile that Sony went to that Nintendo didn't?
Not bashing it as a viable gaming experience was the first step to even opening the door. And having 5x as many consumers, and many more serious/older gamers helps a lot to make a newer market viable to publishers (e.g. if Nintendo had a potential 250k online gamers, Sony would easily have 1.25M and infact I believe Sony had something like 2M people play online last gen). I know if I was a developer and I saw Nintendo poopooing online to all their customers and then Sony talking it up, supporting it, and having 5x as many customers I am going to invest my money in Sony's platform--knowing that other publishers will be taking the same stance and the effort of many to generate a new customer base will be much easier/successful than trying to single handedly, against Nintendo's goals, to establish online gaming on the GCN.
Also releasing games like SOCOM, Everquest, ATV Offroad 2, and such and enticing SE with a FF MMO and getting games like Madden, Live, 2K, Burnout. Battlefield, Call of Duty, MOH, MGS, Fight Night on board is huge because you are hitting either popular franchises or renowned online games... many of which never even saw the GCN. Hard to get online games if your platform isn't big enough to entice them to begin with, telling them they need to then fight upstream *alone* makes it not worth while. Sony's initiative lead to
dozens upon dozens of games supporting online with the PS2.
Was it just the refusal to support it with their own titles that made 3rd parties say "Well, Cube owners aren't buying the ethernet adapter, and Nintendo's not much selling it in stores, so it makes no financial sense for us to support it"?
That and the smaller install base and the spokespeople for the platform poopooing the idea to begin with.
Personally, imo, I think Nintendo knew a) their demographic leaned toward more casual and younger and b) knew long ago the direction they were going to take in the market. Trying to carve out a niche with a smaller install base with a feature many of their fans wouldn't need -- and not profitable -- didn't appeal to Nintendo. They had done some online stuff in the past and were not yet sold on it. With the new consoles they were pretty much compelled to jump in and with the DS they saw some success. The problem, from my perspective, is online services, software, and features don't grow on trees. And while not a direct revenue method they are indirectly: One reason I hopped out of Nintendo waters was this very reason. It is my expectation that most games feature MP modes these days and also support such online. I feel I receive less value without such and it is a base selling point to my gaming tastes. Your mileage will vary, but I am a social gamer and thoroughly enjoy online gaming (solitary gaming not so much) and see it core to the experience and not an alternative revenue model that needs to justify/support itself. And that is the great thing about competition: others will disagree and get the platform that caters to their choices and preferences best