December 3rd, 1994 the PS1 released in Japan and started Sony's venture into the the gaming hardware business
December 3rd, 1994 the PS1 released in Japan and started Sony's venture into the the gaming hardware business
They had a relatively low start, people was somewhat skeptical about a new brand joining the market. Many others tried making their own console and failed. They ended being more successful than any previous console before, but back then many gamers hated the new technologies like CD, 3D visuals or having a new competitor in the hardware side (they prefered no loading times, 2D sprite based visuals and Nintendo/Sega, what they were used to), in the same way now it's seen NFT gaming, GaaS, lootboxes, Sony games getting a PC port etc.I imagine the Christmas rush must have been incredible for a brand new console back then.
They had a relatively low start, people was somewhat skeptical about a new brand joining the market. Many others tried making their own console and failed. They ended being more successful than any previous console before, but back then many gamers hated the new technologies like CD, 3D visuals or having a new competitor in the hardware side (they prefered no loading times, 2D sprite based visuals and Nintendo/Sega, what they were used to), in the same way now it's seen NFT gaming, GaaS, lootboxes, Sony games getting a PC port etc.
Many gamers also hated analog controls when were added later in PS because thought dpad was more precise and fast for 2D games.
Even if the games themselves where the same, back then CD quality OST and cutscenes were very impressive and CDs allowed cheaper pricing for customers and, way lower costs for devs and way faster production for platform holders. The only con were the awful loading times.Actually, I wouldn't say gamers hated those new technologies, or preferred cartridges to the point of picking them up over a CD system that was otherwise better.
It's just that very few of the consoles and add-ons of that time implemented CDs or 3D in a way that felt meaningful. Sega/Mega CD and PC-Engine CD basically used CDs for either FMV games with weak gameplay, or Redbook audio for game OSTs. The games themselves were often no bigger or longer than what you got with cartridges outside of those things which, due to limited hardware support for decompression at the time, meant the data itself had to be quite a lot bigger on storage medium.
3D was somewhat similar; systems like Super Nintendo/SFC and Genesis/MegaDrive had some rudimentary 3D games on them, but not much which signaled a generational leap. Some of the other 3D games, like those with prerendered 3D graphics, were basically new coats of paint on tried-and-true 2D action-platformer games. And to add onto that, 3D accelerator carts like the VDP chip in Virtua Racing for MegaDrive, or SVP-powered SNES games, were pretty costly. Earlier 3D consoles like the 3DO were way too expensive to gain mainstream support, and consoles that billed themselves as being "next-gen" at the time like the Atari Jaguar had very little to show for it which that didn't look like slightly better-looking SNES & Genesis games.
People who had a PC or microcomputer at the time, though, before PS1 came out, already were getting quite a lot of benefits from CD-based games and seeing the potential of 3D with games like DOOM, Alone In The Dark and System Shock. But PC gaming was heavily different from console gaming back then, not a lot of crossover between the player bases. I don't think gamers back then were "against" 3D or CDs because they weren't inherently predatory technologies to siphon money from them the way NFTs, lootboxes etc are seen as today (mainly because that's what they've turned out to be). Both were somewhat well understood to be enablers for bigger & more innovative games, people just wanted a console to come along that could actually help realize that in a sensible, mass-market way.
That's what the PlayStation (and to a lesser extent, the N64 and Saturn) helped do, but you're right that in Japan it didn't start out dominating; it was a very competitive 2nd with Sega Saturn until I think around the latter half of 1996 where PS1 started pulling ahead, and by the time FF VII released it was over, it was a clear performer ahead of Saturn from that point onward. However, you're also right in way regarding 3D, because at least in Japan 2D games continued to do very well, same with arcade ports in general. That's one of the reasons Saturn stayed competitive there for a little while.
Even in Japan, though, there was never a 'hate' for 3D; globally anyone who was going to arcades at the time pretty much fell in love with games like Daytona USA, Virtua Racing, Tekken, Star Wars Acade, Virtua Fighter, Virtua Fighter 2, Ace Driver Victory Lap etc. all 3D games. But before 5th-gen if you wanted good performing 3D games that actually felt like they were doing something useful with the third dimension, you either had to go to the arcade or get a computer, leaning towards the former. So I'd say there was maybe more so 'pessimism' for 3D with console gamers prior to 5th gen, but that was only in relation to expecting acceptable 3D on a home console, not towards 3D in general.
It's starting to happen with NFT/play to earn games: gamers used to something see a new tech/business model/paradigm shift as something evil that could possibly replace what they love so as a result they strongly hate it, when there's no reason.
Dpads still work even if they added dual analogs everywhere, paid games and no GaaS continue even if GaaS and F2P dominate the market, 2D sprite based games still exist even if 3D dominates the market, cartridge games still exist even if disk based games dominate (in console, PC and mobile went to almost digital only but consoles still have a big portion of retail sales).
NFT is a technology, and play to earn is a business model. As happened with any other previous big business model and technologies by themselves they don't provide benefits to game design or distribution of games. It will depend on how platform holders, publishers and devs use them.Still don't know if I really agree with this, because the question I would ask is, what benefits to helping improve game design, do NFTs bring? In what ways do they enable better distribution of games that benefits the end customer?
It's basically a 2nd hand free market, like with physical items: players set the price, so they decide how they much they value stuff and why. Rarity is only one of them.But all of that seems based on rarity determining value, and maybe certain player/customer data also helping determine the way an NFT functions in the digital marketplace. It also sounds really meta, though I understand NFTs can be applied to game-specific ecosystems as well. Still though, what are any examples where they can be used to benefit game design, or make for better, easier & cheaper end costs for players? I haven't seen any arguments touching on those particular type of benefits.
I think that in the same way that F2P didn't replace paid games and in fact, it did help grow the paid games market because added billions of players to gaming, play to earn/NFT games won't replace F2P or paid games.I do agree with the idea that even supposing NFTs take off, they won't replace the other forms of software distribution or marketplaces we have today. There'll still be the option to buy a game physically or digitally, for example.
No, NFT is only an ownership certification of a specific item. Everything else is optional, so platform holders, publishers or game devs decide what they want to do. They may decide to make certain items limited, or to produce unlimited units of them, or even allow players to produce items by themselves. Same goes with pricing: they may make them free, set a price themselves or -something common now- to allow players freely choose pricing when selling it to each other, or to have a bidding system.But, will devs be forced by publishers to artificially limit the availability of certain digital items to make them more valuable in real-world monetary value, due to NFTs?
Right now there are NFT implementations for digital items like illustrations where from each user to user transaction there is a percentage that goes for the platform holder/store, a percentage for the original creator (publisher/dev in the case of games), a percentage for the user who is selling and depending on the type, also a percentage to split between the previous userss who owned it.Will publishers REALLY let people resell digital items to other people (one of the few chief benefits of NFTs I've seen discussed) in digital marketplaces due to NFTs, or will they try suppressing that as much as possible if a publisher sees it as a threat to potential post-launch add-on revenue through selling new NFT item instances? I think those questions are still going to be concerns for a bit.
That said...kinda funny we veered into this while celebrating PS1's birthday . We can probably continue the topic in another thread or through messages if mods want the thread to get back on track.
Still don't know if I really agree with this, because the question I would ask is, what benefits to helping improve game design, do NFTs bring? In what ways do they enable better distribution of games that benefits the end customer?
Man, I forgot about one of my favorite series. It's a forgone conclusion that I played lots of Tekken, all day all night. Everybody played Tekken at each others homes. Even those guys who use to spam Paul's hammer fist, to those spamming Eddie Gordo, Angel and Gon's moves.....Those were the days...I remember gathering round with our friends and doing Tekken championships.
A lot has changed since then.
I used to drive everyone crazy in the first Tekken using Yoshimitsu or Kunimitsu and doing the spinning kick, but keeping track to never get to the point where you get dizzy and fall over, and doing it again before my opponent could recover, rinse and repeat.Man, I forgot about one of my favorite series. It's a forgone conclusion that I played lots of Tekken, all day all night. Everybody played Tekken at each others homes. Even those guys who use to spam Paul's hammer fist, to those spamming Eddie Gordo, Angel and Gon's moves.....Those were the days...