Console wars is a term used to refer to periods of intense competition for market share between video game console manufacturers, with particular emphasis on television advertising. The winners of these wars may be debated based on different standards: market penetration and financial success, or the fierce loyalty and numbers of the fans of the system's games.
Due to different manufacturers releasing consoles at different times the wars described below are not exact definitions and don't necessarily have firm beginning and ending dates. Also, these wars had different years and combatants on different continents, since traditionally the 4 main markets- Europe, Japan, Australia and North America; have been treated as totally separate entities with machines and games released at totally different times or even totally different games being released. Today this situation is not quite so apparent however it is still there particularly with regards to Japan vis-a-vis the other three markets.
In the mid-1980s low-end personal computers were used as game consoles by consumers worldwide (since no other competitive consoles were then available) and that era is included here as well.
In North America the devotees of each system are referred to as fans or by linking to the platform name, as in PS3 owners. In the United Kingdom the term fanboy originated during the 1980s during console wars between many home computer systems, particularly the ZX Spectrum and Commodore. It should be noted, however, that the two terms have been used by people of the other countries. For example, the term fanboy is used quite often on US-based Video Game message boards. By any name, fanboys attack systems they see as opposition viciously, often without any logical basis.
This phenomenon is unusual in the world of consumables; there are, for example, hardly any "stereo system wars", where people care about what kind of stereo system others purchase. The only explanation usually put forth as to why there are console wars amongst gamers, is based on the idea that the more popular a console is, the more games will eventually be developed for it. This is the positive network effect and is the underlying reason for a related phenomenon, the computer operating system OS Wars.
What makes the wars even more fierce, is that often the major controversies and debates occur before any of the systems are even released, based on what historically have often been dubious specifications released by the manufacturers.
To certain gamers, the whole concept of a console war or a player's loyalty to a console is seen as the "tail wagging the dog", that is to say, a way of thinking which is backwards. To these gamers, one should select a console based on the quality of the games available on that console. This behaviour, however, is definitely not encouraged by the console makers themselves, who are generally not able to release more than a handful of games when the console itself is released.
Psychologically, debates amongst fans in a console war can be seen to be a way of dispelling buyers remorse. This is because game consoles are often a significant outlay for a youth, and often a gamer feels they can only afford to choose one. Realizing as more games are released that one has chosen incorrectly can be a major ego bruise.
The Atari VCS was introduced in 1977 at a price point of $199 USD after two years of research and $100 million in investment. Its name was changed to Atari 2600 in 1982 when Atari introduced the "next generation" Atari 5200. By 1980 sales were doubling annually and three million homes had Atari consoles.
Seeing this success, toy company Mattel began work in 1978 on their own console, the Intellivision, which debuted in 1980 and was immediately a success with a price tag of $299 and a pack-in game, Blackjack. Though not the first system to challenge Atari (systems from Fairchild Semiconductor, Bally, and Magnavox were already on the market), it was the first to pose a serious threat to Atari's dominance. A series of Intellivision TV ads featuring George Plimpton mercilessly attacked the Atari VCS's lesser capabilities with side-by-side game comparisons. Nevertheless, Atari held exclusive rights to most of the popular arcade machine conversions of the day, and used this key segment to support their older hardware in the market.
This game advantage and the difference in price between the machines meant that each year Atari sold more units than Intellivision, lengthening its lead despite inferior graphics. This need for price parity has influenced every console war in the quarter century since Atari and Intellivision faced off.
Colecovision was introduced by Coleco in 1982 and sold 500,000 units its first year, further dividing the marketplace. It was priced similarly to Intellivision and had slightly greater technical power, and Coleco licensed several major coin-op games for its system as well.
This first console war ended with the Video game crash of 1983, when huge oversupplies of games and competition from personal computers caused game prices to drop precipitously.
The Game Boy had many ports of games from popular Nintendo franchises. It was also launched with the extraordinarily popular puzzle game Tetris as a pack-in.
Many other companies attempted to get in on the handheld market and they could also be added into this category especially with the Atari Lynx as it was released at around the same time as the Sega Game Gear and Nintendo Game Boy. The only other major challengers were the Neo Geo Pocket and the WonderSwan (though the latter was in Japan only).
Even though Sega saw success in the 16 bit console war, this proved to be the beginning of the end for them with their attempts to usher in the new generation needlessly ahead of time, for they were performing well in the current one. The worst examples of this were the Sega Mega Drive add-ons, the 32x and Mega CD, which were flops and dented Sega's previously 'cool' reputation. Combined with this, Sega's dropping of virtually all support for the Sega Mega Drive and it's add-ons in favour of the upcoming Saturn upset loyal fans, and resulted in the Saturn unfortunately getting off on the wrong foot.
A knock on effect of Sega's early ending of the console war and releasing the Saturn was that the SNES eventually went on to sell more than the Sega Mega Drive in North America, however, this took place after the end of the console war.
Sega was also hurt by the plan to have a surprise four month early US launch of their console *. This head start failed for several reasons. One of the major reasons being there was few software titles ready. Also, the fact that the Sega Saturn was $100 more expensive than the PlayStation at launch put the buying public off, and they went for the cheaper PlayStation. Also, the Sega Saturn was only available at four retailers, of which Wal-Mart was not one.
Sony took an early advantage by tapping the mass market and positioning the PlayStation as a "lifestyle accessory" for males in the late teens to late twenties. Sega and particularly Nintendo's offerings were characterized as appealing more to children (both companies, for instance, featured mascots that appeared in Saturday morning cartoons). The securing of this new market is widely credited as the key to the system's success. With greater hardware sales came greater third party support; ultimately the PlayStation won the era. Sony carried this momentum over into the release of the PlayStation 2 (see below).
The Nintendo 64 is also often grouped into this era, as it competed with the PlayStation for market share towards the end of its life, although it was a 64-bit console and did not arrive until some time after the war between the other two systems had ended. The Nintendo 64 was released one year later in North America than its competitors, and after numerous delays. By the time of its release Sony had already established their dominance and the Saturn was starting to struggle. Its use of cartridge media rather than compact discs alienated developers and publishers due to the space limits and the relatively high cost involved (compare £2($3.50) for an N64 cartridge to 20p(35¢) for a PS1 disk), despite the fact that the Nintendo 64 had much faster load times because of its cartridge media (The PlayStation and Saturn typically had loading times because of the need to load from discs). In addition, the initially high suggested retail price of the console may have driven potential customers away, and many early adopters of the system who had paid the initial cost were angered by Nintendo's decision to reduce the cost of the system within a few months of its initial release, although compensation was available to those who had claimed. The Nintendo 64 sold more than the Sega Saturn, but much less than the PlayStation.
The Xbox, despite the formidable financial backing of Microsoft and despite being more powerful than the PlayStation 2, has failed to significantly threaten the Playstation 2 place as market leader. However, it has attracted a large fanbase in the United States and Europe and has become a recognisable brand amongst the mainstream. In Japan its sales are far poorer, possibly due to the physical size of the console, and Microsoft's inability to acquire many major Japanese developers for their franchises as exclusives for the platform (contrast with Microsoft's multi-million dollar acquisition of UK developer Rare). There is still a niche fanbase there, however, particularly as the online services for the console (Xbox Live) are far beyond the online capabilities of PlayStation or Nintendo GameCube.
Nintendo is still struggling with their own conflicting brand images, particularly the family-friendly one developed during the 1990s, Nintendo's arsenal of franchises and history in the industry have failed to give them an advantage against the Xbox and PlayStation 2. The Nintendo GameCube sits comfortably in second place in Japan, and in a close third place in the United States and Europe. The Nintendo GameCube's profits per console sold are better than those of Xbox.
Another enhancement in these consoles is the use of an accelerometer in the PS3 controllers, giving six axes of motion (x, y and z, as well as pitch, roll and yaw), and motion-sensing technology in the controllers in Nintendo's Wii, allowing the console to determine the controller's position in 3D space in addition to six axes of freedom. Wii's controller is in the shape of a television remote which can have different peripherals attached to it, such as a grip with an accelerometer,an analog stick and two buttons (the Nunchuck controller), and is the main feature of the console. The controller features Bluetooth for communicating with Wii and a built-in speaker, as well as rumble functionality. The controller can be used in a variety of ways, ranging from a tennis racquet or a golf club in Wii Sports to a katana sword in Ubisoft's Red Steel. This has generated much interest in the console, as seen by the five-hour-long queues at 2006's E3. Much controversy has been raised over the alleged 'copying' of Nintendo's motion-sensing functionality by Sony and the near-identical nature of the PS3 controller to the PlayStation 2 controller, and some reports say that Sony's controller is not as responsive (nor as innovative) as Nintendo's which may very well be true. When recently asked if Microsoft would try to combat these new "innovations" in controller model, the sales representative argued that drastic alterations, though interesting, are not essential, and that the basic controller model is fine as it is.
"Tell me why you would buy a $600 PS3? People are going to buy two machines. They're going to buy an Xbox and they're going to buy a Wii ... for the price of one PS3."
Wii will be Nintendo's first home system with backward compatibility, with the ability to play all GameCube games; GameCube controller and memory card slots are installed under a flap on the system. It will also be able to download and play games for the NES, SNES, N64, Sega Genesis, and TurboGrafx from the internet via the Virtual console, along with demos for upcoming games and perhaps even "new games conceived by indie developers whose creativity is larger than their budgets."
The Nintendo DS's power is above that of the Nintendo 64 and the PlayStation. It is notable in its use of two screens, one of them being a touch screen. It also sports a microphone input. It has shown considerable early success, particularly in branching out from the usual core demographic of computer game players due to the intuitivity of the touch screen control system. The Nintendo DS is the less expensive of the two systems at retail, and has considerably longer battery life. It also has free online multiplay, which launched in mid-November in the US with Mario Kart DS and Tony Hawk's American Sk8land. Animal Crossing, a simulation game, Hunters and Tetris DS shortly after, and Lost Magic.The DS has had a decrease in price now that the new DS lite has been released.
The PSP is the more technically powerful of the two, considered to be at around the level in terms of 3D rendering as a Sega Dreamcast (future removal of the CPU speed cap should bring it up to Playstation 2 levels), and is advertised as a portable multimedia system, as well as a handheld console (much in the same way as the PS2). For example, films are being released on the PSP's UMD format, and the system can play video and audio from Sony's Memory Sticks. The PSP sports a large high-resolution display, and a small analogue stick, as well as standard controller buttons.
Both systems support Wi-fi networking. Nintendo has worked closely with companies like McDonald's and Hilton Hotels, with plans to set up hundreds of Wi-Fi networks across the USA and Europe to make sure every DS owner will be able to fully experience the handheld's features. Also, both of them have main menus.
The Nintendo DS has the ability to play the games of the Game Boy Advance platform, but no games for prior Game Boy systems. The slot is also used for other features, like the Nintendo DS Rumble Pak. In terms of "victory" in this console war, Nintendo's lead is rapidly increasing with more and more new games being announced. It is taken as a telling sign that the number of PSPs "shipped", always considerably more than the number sold, is still below the number of Nintendo DS systems actually sold.
It should be noted that in these console wars (NES vs Master System, Genesis vs SNES, PS vs N64, GameCube vs Xbox vs PS2) that not one console with the strongest power has ever won. Usually they come in 2nd place to the weakest consoles (PlayStation, PS2, NES, SNES). The one exception to this might be the Dreamcast which was weaker than the PS2, but came in last place, but the Dreamcast is often compared to the N64 and PS1 or PS2, rather than the other current gen consoles. (The Dreamcast might be seen as between the Current-generation, and the 32/64-bit era.) If this pattern continues the Wii will become the best selling console followed by the PS3. However, it was not because it was the weakest. It is sheer coincidence, as the weakest console just had to happen the most third party support. The PS2/Xbox/GC difference will also not be as radical as the Wii/PS3/360 difference.
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