Ben Thompson: ‘Humans Run on Stories’

Ben Thompson on The Talk Show with John Gruber podcast:

Stories matter. Humans run on stories.

I look at my own site and the articles that often resonate are not the ones with brilliant analysis or something clever. It’s the ones that tell a story.

People know it implicitly, but have a very difficult time articulating it. If you’re selling to consumers, there’s so much that goes into it that doesn’t go on a spreadsheet. That sort of stuff matters.

I subscribe to Ben’s Stratechery Daily Update newsletter. I read a lot of it and consider Ben’s insights priceless. But it’s typically his free weekly articles that grab me.

His most recent, ‘Tech’s Two Philosophies’, had me reeling. After reading it over morning coffee, I raced to work to share it with my team.

I shoehorned Ben’s ideas into something relevant to our work. It was a stretch, but I don’t think overly so. Regardless, I was so moved by the story in the piece that it woke me up better than any cup of coffee.

Humans run on stories. They absolutely do.

Virtual Console kinda sucked

Chris Kohler, Kotaku:

Virtual Console is no more, but that doesn’t mean that Switch won’t become the best place to play classic games. It’ll just be done in a different way than what Nintendo’s tried in the past. And that’s a good thing, because Virtual Console kinda sucked.

Now, by “Virtual Console kinda sucked” I do not mean “Nintendo’s old games are bad,” or even that Virtual Console’s game selection was bad, or anything like that. In case you are wholly unfamiliar with my work, I love old games and think that as many of them as possible should be kept in print on modern-day hardware. I just think that Virtual Console, the feature, was an inefficient way of implementing this idea, and that there is a better way. Virtual Console died so that retro gaming on Switch could live.

My knee-jerk response to Nintendo Switch Online was disappointment. 20 8-bit games, while great, seemed paltry.

However, heeding my own words, Nintendo doesn’t need to release any more than this for the new service. The games are the lure. The online play and cloud saves are the lock-in. Nintendo will trickle classic titles out over time when needed. Additions of consoles (SNES, N64,… GameCube) will be tentpole announcements — when needed.

That said, I agree with Kohler. And Adult Swim Games’ Chris Johnson. Truth is, as much as I loved playing NES, SNES, and N64 games on my Wii and Wii U, I hated not knowing what releases to expect and when to expect them. Likewise, as Kohler mentions in his piece, the pricing structure seemed bananas. Virtual Console kinda sucked.

I do wish Nintendo was offering up more than NES titles, but I get why they aren’t. I’ll take this handful for now with the excitement that lots more classics will arrive at the low fee of $20 per year.

Some Numbers That Illustrate Nintendo Switch's Massive Success

Jason Schreier reporting for Kotaku:

Nintendo today reported its earnings for the 2017 fiscal year, which means a whole bunch of interesting new sales numbers to look at. They’re all impressive, and they all show the massive appeal of Nintendo Switch.

Here are a few numbers that, taken together, make for some good perspective on just how successful Nintendo’s latest console has been throughout its first year on the market.

Wild numbers to the Switch’s set-top predecessor, the Wii U.

The Switch is more or less tracking the same sales pace as PS4. It took a little over one year for the PS4 to reach 18.5 worldwide hardware sell-through units — November 22, 2013 - January 4, 2015.

Microsoft has been mum on sales figures, but in 2016 slipped that the Xbox One had sold “around 18 to 19 million” units, two years after launch.


[Update]: Here’s a sales trajectory visual. Data source: Wikipedia.

[Update 10/30/18]: Nintendo announces 22.86 million Switch unit sales since launch. Updated sales chart below.

Console units sold, Switch vs PS4 vs Xbox One as of October, 30 2018

Griffin and Justin McElroy Depart Polygon

Griffin McElroy, Polygon:

With that sage wisdom in mind, it’s time for us — Griffin and Justin, who have, for the purposes of this introduction, fused into a singular, fraternal hivemind — to announce some big and bittersweet news: This Friday will be our last day as full-time employees at Polygon.

We’ve written our own individual letters below, but understand that everyone’s attention span might not sustain them through both; especially now that you know we’re leaving, and our relevance to you slips away like so many grains of sand through the hourglass. So, here’s a TL;DR, as the kids say: We’re leaving to focus on our other projects, and to have more time to live functional human lives. We’re gonna keep doing Monster Factory on some kind of recurring basis, as well as a couple other of our pre-existing Polygon projects. Our departure is completely amicable — so, SORRY, beef-hunters. No beef to be found here. This exit is strictly vegetarian.

Now that we’ve spoiled all the big surprises, here’s our individual takes. Thank you all so much.

This one hurts.

When my wife and I moved to San Francisco for my job, I felt alone when outside of her company. On my commute or wandering the city, I’d listen to Polygon’s The Besties with Griffin and Justin McElroy, Russ Frushtick, and Chris Plante. Their humor and camaraderie comforted me. On one episode, I caught wind that Griffin and Justin had another podcast: My Brother, My Brother, and Me. It was a treasure trove of wit and goofs; things that helped me through my days.

Even with their plethora of amazing and innovative endeavors outside of games journalism, I will always associate Griffin and Justin with Polygon. They’re perspectives and writing are exceptional. I always looked forward to their articles.

But the writing was on the wall. Their bylines on Polygon.com appeared with decreasing frequency, while their amount of “side-projects” began to seemingly multiply.

In their departure letters, they both reflect on Polygon’s editor-in-chief Chris Grant’s friendship — how he helped kick off their games journalism journey. It’s amazing to see how much adoration is paid to Grant for his support and willingness to allow them to balance their dream job while pursuing other endeavors.

The piece of this news that hits the hardest comes from Justin’s letter. It speaks to the heart and humanity I believe the folks behind Polygon harbor. It also speaks to why I write Zero Counts and the countless other blogs I left in its wake:

So for years, I wrote for myself. I created and maintained no fewer than three different blogs with a readership of, statistically speaking, nobody. I pitched myself to every major gaming site and magazine and was ignored by all of them. But I kept applying, kept pitching, and was eventually ignored by almost all of them. After a few years, I was able to cobble something that looked like a resume in dim light, and things got a bit easier.

The call that changed my life though came from Chris Grant, the EIC of Joystiq who remembered liking my submissions when I had applied for a job (six months prior, didn’t get it, natch). He was reminded of my existence after I emailed him trying to get Joystiq to post about some videos I had made about a laserdisc lightgun game featuring prop comedian Gallagher. I owe Gallagher so much that I’ll never be able to repay.

I’m happy for Griffin and Justin and look forward to supporting their other adventures. But this one hurts.

Godspeed, boys.