Ben Thompson: "What Nintendo is doubling down on is controllers"

Ben Thompson, in his latest weekly free Stratechery piece, “Surface Studio, Nintendo Switch, and Niche Strategies”:

What Nintendo is doubling down on is controllers, another smart move. I argued in 2014 that controllers are so important to the user experience of consoles that they will hold off general purpose devices like Apple TVs when it comes to living room gaming; Nintendo’s bet is that they can attract gamers who want mobility by offering high fidelity control that smartphones can not.

First and foremost, you should subscribe to Ben’s Daily Update. $10 per month gets you the best business/technology analysis out there.

Second, Ben’s observation is something I should have realized and mentioned in my “Nintendo Switch and Parents” piece. As a reminder, I wrote the following, emphasis just now added:

Enter the Nintendo Switch. A dedicated seemingly state-of-the-art-ish portable/home console multiplayer-ready uncompromised gaming device, surely ready for YouTube when on wifi (an optional data plan would be even better), by the greatest game designers on the planet, Nintendo.

By uncompromised, I was eluding to those features we consider critical to console gaming: power, fidelity, and breadth. One item that skipped my thought was physical controllers. Because physical controllers have been a staple of console gaming since the beginning, it was easy to overlook. But the importance of Nintendo doubling-down on physical controllers for the Switch, seemingly ignoring touchscreen capabilities based on the Switch trailer (however, patents may reveal otherwise), cements the vision, nay dream of portable console-level gaming.

WSJ: Banning Tablets Is Best for Children

Christopher Mims, The Wall Street Journal:

Friday, the American Academy of Pediatrics validated my experiment, recommending that children younger than 18 months get zero screen time, and those ages 2 to 5 be limited to one hour a day—half of its prior recommendation. The group recommended that the hour be “high quality programming” that parents watch with their children.

Later in the piece, Paul Bettner, co-creator of Words With Friends and founder of Playful Corp:

“I’ve seen from my own life and my children that there’s great social interaction, great hand-eye coordination stuff, lots of storytelling and getting involved in the narrative, a lot of learning and skill building when children play videogames alone or together,” says Mr. Bettner. He limits his children to two to three hours a day, and encourages them to play videogames rather than watch shows.

In my post Nintendo Switch and Parents, I wanted specify that while the Switch might be a boon to both parents and children, by no means should a device be used as a replacement for babysitting nor physical modes of play.

I think the title of this Mims’s piece is misleading. That said, I like Bettner’s philosophy.

Nintendo Switch and Parents

Parents surrender their phones and tablets to their children. E.g. child clamours for device—iPhone, iPad, or otherwise—the parent surrenders said device to child. Child commences gaming and/or YouTube.

This is anecdotal, of course. My wife and I have no children. But we’ve seen this time and time again with friends and family.

And if it’s not the guardian’s own device, it’s a separate device dedicated to gaming and/or YouTube for the child.

From the POV of a parent, wouldn’t it be nice to keep your device on your own person?

From the POV of a child, wouldn’t it be nice to have your own device dedicated for gaming/YouTube without the other unnecessary calendar/email/messages/etc apps?

Enter the Nintendo Switch. A dedicated seemingly state-of-the-art-ish portable/home console multiplayer-ready uncompromised gaming device, surely ready for YouTube when on wifi (an optional data plan would be even better), by the greatest game designers on the planet, Nintendo.

https://youtu.be/f5uik5fgIaI

While none of the talent in the trailer appear to be under the age of 20—even donning red cups at a rooftop party!—the Switch could be a game changer for the household.

Of course, it will come down to Nintendo’s ability to attract third-party devs—a feat they have struggled with since the Nintendo 64. And not just any third-party titles, but titles outside of Nintendo’s own legacy: education, infants, toddlers, etc. Lock down the third-parties with simple development and distribution, and (price willing) the Switch will be a boon for parents and children alike.

Children: here’s a device for the things you care about.

Parents: take your devices back.

Nintendo 64 and Avoiding 'Sequelitis'

Sam Machkoveh, Ars Technica:

Perhaps most notably, this was the last console on which Nintendo could rehash its older characters and series without fielding non-stop complaints about “sequelitis.” The console’s best first-party games were mostly sequels—Super Mario 64, Ocarina of Time, Mario Kart 64, Star Fox 64, F-Zero X, even Wave Race 64 and Excitebike 64—and yet all of them felt incredibly new thanks to their steps up to fully 3D engines. Nintendo had been a purely 2D game-making company for nearly a decade, yet it somehow pulled off the transition to 3D gaming in pretty much every way that Sega flubbed its own total overhaul.

Yours truly, in a November 2014 post titled Iterative vs. Redesigned Experiences:

If the doomsayers are correct and Nintendo’s failure is eminent, redesigns are going to be required to prevent it. So far, the majority of first-party titles on Wii U are iterative: Mario Kart 8, Super Smash Bros. Wii U, Super Mario 3D World, Pikmin 3, Donkey Kong: Tropical Freeze. While not every redesign has worked in Nintendo’s favor (I’m looking at you, Captain Toad: Treasure Tracker is genius; while it’s not a new take on a old classic (because there is no old classic!), it’s a new perspective from the Mushroom Kingdom. Until then, it’s back to smashing and karting.

Pokémon Go was the most recent example of a redesigned rather than iterative experience. Real-world Pokémon is an experience many fans have yearned for since the days of Red and Blue (or Green). Nintendo’s decision to make Niantic, Inc.’s Ingress a venue for real-world Pokémon was not only brilliant, but for a company that’s built their namesake on changing our perspectives, hidden-in-plain-sight.

With surprise experiences like Pokémon Go and Nintendo’s further foray into the new terrian of smartphone hardware, we are sure to see at least a handful of redesigned experiences on mobile. With the NX, my hopes are not so high. But if anyone can reimagine the console experience, it’s Nintendo.

The Big Picture by Sean Carroll

God, you little devil.

The Big Picture

Sean Carroll’s The Big Picture: On the Origins of Life, Meaning, and the Universe Itself is a primer for the state of science today. But at the heart of book lies a core belief and explanation for poetic naturalism. Just what is poetic naturalism? Here’s Carroll in an interview with WIRED’s Eric Niiler:

Atheism is a reaction against theism. It is purely a rejection of an idea. It’s not a positive substantive idea about how the world is. Naturalism is a counterpart to theism. Theism says there’s the physical world and god. Naturalism says there’s only the natural world. There are no spirits, no deities, or anything else. Poetic naturalism emphasizes that there are many ways of talking about the natural world. The fact that the underlying laws of physics are deterministic and impersonal does not mean that at the human level we can’t talk about ideas about reasons and goals and purposes and free will. So poetic naturalism is one way of reconciling what we are sure about the world at an intuitive level. A world that has children. Reconciling that with all the wonderful counterintuitive things about modern science.

For a layman, Carroll breaks down today’s fundamentals of science to painstaking detail (outside of the use of equations) and builds them back up to something simpler that speak to the justification for poetic naturalism. He dives into physics, philosophy, quantum mechanics, biology, and many other fields. He tackles many questions that are asked from casual daydreamers and the depths of Sci-Fi alike. And it all comes wrapped in an idea that there lies something between atheism and theism.

Carroll strives to pit Science against Theism on an even playing field, or one that’s as level as possible; Modern science challenging the ever shrinking God of the gaps. But for all of Carroll’s scientific professing, he is careful never to discount just how vast the gaps remain. By sheer virtue of his lessons on Bayesian credences, he never shuts out theism entirely, always leaving the door unlocked and possibly cracked open.

We’ll see that the existence of life provides, at best, a small boost to the probability that theism is true—while related features of the universe provide an extremely large boost for naturalism.

Chapters and sections read like deep troughs with a steep decline. As soon as the reader is introduced to a concept, Carroll has them barreling down a chasm at breakneck speed, only to bring them up for air in the last few paragraphs. I understood hardly a lick of the depths, but that’s okay. The meat lies in the simplified 30-percent of the pages. I took the rest as hard scientific justification, in the event the reader has any doubts as where Carroll comes up with these notions.

After 433 pages, Core Theory and quantum mechanics and multiverses and up quarks and down quarks are still a mystery to me. But what I did learn — what I can say without a shadow of a doubt — is with as much as we’ve discovered of the Universe, we still know very little. Maybe that will always be the case. Maybe there will always exist the God of the gaps with those gaps shrinking exponentially, but never quite stamped out.