To be honest, I'm really disappointed with the modern lego sets. When I was a kid, I had the city sets, and for the most part they were buildings that you made from brick-shaped bricks with only a few uniquely molded parts for that set. Today there's barely any blocks. They're all cross-licensed tie-ins with movies or cartoons, and so in order to get the assembled set to look like something from The Lord of the Rings or Star Wars, 75% of the blocks are special molds.
There's almost no point in it being a lego toy, because you're just assembling a crude model of an x-wing, and the only thing you can make with the set is...an x-wing. Why not just...play with a model x-wing?
This is completely wrong. Here's the instructions to the latest X-Wing. Flip to the back and count the number of "special molds" yourself. Do you see anything in there that can't be used for anything but an X-Wing?
At least no one will attempt to adapt the process of game development into yet another phony "reality" show ever again.
Hardly anybody prints their photos at all these days since people just stick them on the interwebs, but I think the basic argument is sound. Economics of scale mean that it'll likely always be cheaper to buy widgets from some company who cranks them out in the millions than trying to buy a bunch of equipment to print them at home.
Not that. PHP's only real problems are inconsistent naming and parameter order. (Interestingly enough, a problem partially shared by python in spite of PEP 8) Unlike Python, it doesn't suffer from any serious design flaws.
Is this some kind of joke? Python's use of syntactically-significant whitespace is not in the same league as all the issues PHP has.
Carmack hasn't done much either.
At least Quake II and Quake III Arena were released to some measure of success. But there's no denying that neither John has had the same success as they did in Doom's heyday.
Although John Carmack's engine opened up a lot of possibilities, John Romero's level designs were also a big part of Doom's success. The key difference is that Romero hasn't done much since Daikatana landed with a thud.
- Wii Sports - 82.98 million
- Mario Kart Wii - 34.26 million
- Wii Sports Resort - 31.89 million
- Wii Play - 28.02 million
- New Super Mario Bros. Wii - 27.88 million
- Wii Fit - 22.67 million
- Wii Fit Plus - 20.86 million
- Super Mario Galaxy - 11.72 million
- Super Smash Bros. Brawl - 11.49 million
- Wii Party - 7.94 million
sold over the course of over 6 years (so plenty of longevity). The total is more than the PS3 by far. So if Nintendo wants to save the Wii U, it could start by delivering some new IPs to go along with its franchise titles in order to target the audience that made it so successful in the first place.
Given that of the ~22 million people who bought Wii Fit, ~20 million came back for Wii Fit Plus 2 years later, I wouldn't be so sure that the audience for these things has evaporated.
The Wii sold almost 50% more games than the PS3 over its lifespan. This stereotype that everyone bought it for Wii Sports and then chucked it in a closet isn't reflected in the sales numbers at all.
Games like Wii Sports and Wii Fit are mature IPs, in that they're aimed at actual adults who might not normally play a lot of video games. The problem the Wii U is having is that Nintendo threw a lot of money at 3rd party development for games like Wonderful 101 and Bayonetta 2 which don't really push the system's unique feature (its gamepad) and don't hit that broad audience like the Wii did.
It's a bizarre shift in strategy from a company that really should've known better.
My contention is that the market is not large enough to sustain Nintendo's hardware development costs and they will be forced to exit the market after the next handheld system flops (or possibly the system after that). People who think everything is just fine must believe Nintendo can survive on ~2 million/year sales or possibly even less. If they do survive, the systems will be limited to almost entirely Nintendo games with relatively few 3rd party titles due to the small install base.
This year to date in Japan, the 3DS has sold ~3.6 million. All other systems combined have sold ~2.4 million. That kind of market dominance guarantees there will be a 4DS, that's where the next mainline Monster Hunter and Dragon Quest entries will wind up, and those will keep the platform going for the foreseeable future based on the 3+ million games they sell per release.
Since over 100 different Wii titles sold over a million units, and the platform sold over 870 million games, customers seem to have found quite a few titles worth purchasing. Though not surprisingly, the top 10 best selling games all came from Nintendo.
The Wii's success was mostly a fluke caused by MS and Sony raising prices too much, and a couple of gimmicks that were worth some attention by some: motion controls, and wii fit.
That was no fluke; it was the logical extension of the same strategy that made the DS so successful after a rocky start. Nintendo built a system with a unique feature (motion control), made new IPs that leveraged that feature (Wii Sports, Wii Fit), targeted the nongamer crowd by offering a pleasant "Mii" aesthetic and offered classic Nintendo franchises for everyone else (Mario Kart). The end result was wildly successful.
By contrast, the Wii U is bombing because although it also has a unique feature (gamepad), its new IPs are mostly niche titles (Wonderful 101) instead of mainstream ones and the next iterations of Nintendo franchises are either also niche (Pikmon) or late (Wii Sports, Mario Kart).