Friday, July 04, 2008

Video Games: Guess what, Wii Fit sucks

Wii Virus

A while back, the President of Epic games compared the Nintendo Wii to a virus. Basically, he explained that the Wii was the perfect PR hype machine. It’s the kind of product everyone talks about, but once they own, they stop playing it. As an early adopter of the Wii, unfortunately, I’d have to agree. Essentially, the Wii’s endless hype, and subsequent retail dominance can be traced to two factors: first experience and word-of-mouth.

First experience basically means that the Wii is built to be awesome when you first try it. Who can’t remember trying out Wii sports tennis for the first time and being blown away by how much fun it was to swing the remote? The problem is, this experience doesn’t become more rewarding the more you play the game – if anything it stays the same or drops as familiarity leads to tedium. The reason for this is that Wii sports is a casual game, and by nature, it’s game play is shallow. There’s no real progress and there’s no real depth to continually playing. It’s the same exact game each time you turn it on.

However, because the first experience is totally awesome, it leads to a lot of positive word-of-mouth. Here’s the typical scenario: Your friends try Wii at a friend’s house, and the next you thing you know, they’re telling everyone how great it was. It’s not reflective of actually owning the Wii, but that hardly matters. The word-of-mouth spreads like wildfire, increasing demand, decreasing supply, which just reinforces the cycle.

Wii aren’t Fit

Now, here comes the Wii fit to replicate the experience of Wii Sports. It’s the same exact situation. There’s uncontrollable hype for the game because it is a lot of fun to play for the first 10-15 minutes. Add in promises of getting fit and you have another game that’s being driven by word of mouth. The reality however, is that Wii fit is just as shallow as Wii Sports and owning it, isn’t nearly as fun as just trying it. The evidence can be seen in growing dissatisfied Amazon posts or the huge number of gamers who are already giving up on Wii Fit’s fitness programs.

Couple this with the fact that the Wii is still struggling to sell third-party games and my earlier prediction still holds strong. I feel strongly that the Wii’s innovation, while unique and needed in the video game market, simply isn’t enough.

The Wii’s technical limitations mean that it’s not appealing for most developers who are concentrating on next-generation titles. Add that to the fact that the Wii’s glut of cheap imitation games makes it different for its consumers to choose quality games – resulting in people only buying name brand games (Nintendo games) means that third-party developers will be less willing to design games that just won’t sell.

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