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Microconsoles: Back for Round Two

Tiny devices from Amazon, Google and Apple will infiltrate countless living rooms this year - but will gaming really be on the menu?

With Amazon's Fire TV device the first out the door, the second wave of microconsoles has just kicked off. Amazon's device will be joined in reasonably short order by one from Google, with an app-capable update of the Apple TV device also likely in the works. Who else will join the party is unclear; Sony's Vita TV, quietly soft-launched in Japan last year, remains a potentially fascinating contender if it had the right messaging and services behind it, but for now it's out of the race. One thing seems certain, though; at least this time we're actually going to have a party.

"Second wave", you see, rather implies the existence of a first wave of microconsoles, but last time out the party was disappointing, to say the least. In fact, if you missed the first wave, don't feel too bad; you're in good company. Despite enthusiasm, Kickstarter dollars and lofty predictions, the first wave of microconsole devices tanked. Ouya, Gamestick and their ilk just turned out to be something few people actually wanted or needed. Somewhat dodgy controllers and weak selections of a sub-set of Android's game library merely compounded the basic problem - they weren't sufficiently cheap or appealing compared to the consoles reaching their end-of-life and armed with a vast back catalogue of excellent, cheap AAA software.

"The second wave microconsoles will enjoy all the advantages their predecessors did not. They'll be backed by significant money, marketing and development effort, and will have a major presence at retail"

That was always the reality which deflated the most puffed-up "microconsoles will kill consoles" argument; the last wave of microconsoles sucked compared to consoles, not just for the core AAA gamer but for just about everyone else as well. Their hardware was poor, their controllers uncomfortable, their software libraries anaemic and their much-vaunted cost savings resulting from mobile game pricing rather than console game pricing tended to ignore the actual behaviour of non-core console gamers - who rarely buy day-one software and as a result get remarkably good value for money from their console gaming experiences. Comparing mobile game pricing or F2P models to $60 console games is a pretty dishonest exercise if you know perfectly well that most of the consumers you're targeting wouldn't dream of spending $60 on a console game, and never have to.

Why is the second wave of microconsoles going to be different? Three words: Amazon, Google, Apple. Perhaps Sony; perhaps even Samsung or Microsoft, if the wind blows the right direction for those firms (a Samsung microconsole, sold separately and also bundled into the firm's TVs, as Sony will probably do with Vita TV in future Bravia televisions, would make particular sense). Every major player in the tech industry has a keen interest in controlling the channel through which media is consumed in the living room. Just as Sony and Microsoft originally entered the games business with a "trojan horse" strategy for controlling living rooms, Amazon and Google now recognise games as being a useful way to pursue the same objective. Thus, unlike the plucky but poorly conceived efforts of the small companies who launched the first wave of microconsoles, the second wave is backed by the most powerful tech giants in the world, whose titanic struggle with each other for control of the means of media distribution means their devices will have enormous backing.

To that end, Amazon has created its own game studios, focusing their efforts on the elusive mid-range between casual mobile games and core console games. Other microconsole vendors may take a different approach, creating schemes to appeal to third-party developers rather than building in-house studios (Apple, at least, is almost guaranteed to go down this path; Google could yet surprise us by pursuing in-house development for key exclusive titles). Either way, the investment in software will come. The second wave of microconsoles will not be "boxes that let you play phone games on your TV"; at least not entirely. Rather, they will enjoy dedicated software support from companies who understand that a hit exclusive game would be a powerful way to drive installed base and usage.

Moreover, this wave of microconsoles will enjoy significant retail support. Fire TV's edge is obvious; Amazon is the world's largest and most successful online retailer, and it will give Fire TV prime billing on its various sites. The power of being promoted strongly by Amazon is not to be underestimated. Kindle Fire devices may still be eclipsed by the astonishing strength of the iPad in the tablet market, but they're effectively the only non-iPad devices in the running, in sales terms, largely because Amazon has thrown its weight as a retailer behind them. Apple, meanwhile, is no laggard at retail, operating a network of the world's most profitable stores to sell its own goods, while Google, although the runt of the litter in this regard, has done a solid job of balancing direct sales of its Nexus handsets with carrier and retail sales, work which it could bring to bear effectively on a microconsole offering.

In short, the second wave microconsoles will enjoy all the advantages their predecessors did not. They'll be backed by significant money, marketing and development effort, and will have a major presence at retail. Moreover, they'll be "trojan horse" devices in more ways than one, since their primary purpose will be as media devices, streaming content from Amazon, Google Play, iTunes, Hulu, Netflix and so on, while also serving as solid gaming devices in their own right. Here, then, is the convergence that microconsole advocates (and the rather less credible advocates of Smart TV) have been predicting all along; a tiny box that will stream all your media off the network and also build in enough gaming capability to satisfy the mainstream of consumers. Between the microconsole under the TV and the phone in your pocket, that's gaming all sewn up, they reckon; just as a smartphone camera is good enough for almost everyone, leaving digital SLRs and their ilk to the devoted hobbyist, the professional and the poseur, a microconsole and a smartphone will be more than enough gaming for almost everyone, leaving dedicated consoles and gaming PCs to a commercially irrelevant hardcore fringe.

There are, I think, two problems with that assessment. The first is the notion that the "hardcore fringe" who will use dedicated gaming hardware is small enough to be commercially irrelevant; I've pointed out before that the strong growth of a new casual gaming market does not have to come at the cost of growth in the core market, and may even support it by providing a new stream of interested consumers. This is not a zero-sum game, and will not be a zero-sum game until we reach a point where there are no more non-gaming consumers out there to introduce to our medium. Microconsoles might do very well and still cause not the slightest headache to PlayStation, Xbox or Steam.

The second problem with the assessment is a problem with the microconsoles themselves - a problem which the Fire TV suffers from very seriously, and which will likely be replicated by subsequent devices. The problem is control.

Games are an interactive experience. Having a box which can run graphically intensive games is only one side of the equation - it is, arguably, the less important side of the equation. The other side is the controller, the device through which the player interacts with the game world. The most powerful graphics hardware in the world would be meaningless without some enjoyable, comfortable, well-designed method of interaction for players; and out of the box, Fire TV doesn't have that.

"This is the Achilles' Heel of the second generation of micro consoles... the giant unsolved question remains; how will these games be controlled?"

Sure, you can control games (some of them, anyway) with the default remote control, but that's going to be a terrible experience. I'm reminded of terribly earnest people ten years ago trying to convince me that you could have fun controlling complex games on pre-smartphone phones, or on TV remote controls linked up to cable boxes; valiant efforts ultimately doomed not only by a non-existent business ecosystem but by a terrible, terrible user experience. Smartphones heralded a gaming revolution not just because of the App Store ecosystem, but because it turned out that a sensitive multi-touch screen isn't a bad way of controlling quite a lot of games. It still doesn't work for many types of game; a lot of traditional game genres are designed around control mechanisms that simply can't be shoehorned onto a smartphone. By and large, though, developers have come to grips with the possibilities and limitations of the touchscreen as a controller, and are making some solid, fun experiences with it.

With Fire TV, and I expect with whatever offering Google and Apple end up making, the controller is an afterthought - both figuratively and literally. You have to buy it separately, which keeps down the cost of the basic box but makes it highly unlikely that the average purchaser will be able to have a good game experience on the device. The controller itself doesn't look great, which doesn't help much, but simply being bundled with the box would make a bold statement about Fire TV's gaming ambitions. As it is, this is not a gaming device. It's a device that can play games if you buy an add-on; the notion that a box is a "gaming device" just because its internal chips can process game software, even if it doesn't have the external hardware required to adequately control the experience, is the kind of notion only held by people who don't play or understand games.

This is the Achilles' Heel of the second generation of microconsoles. They offer a great deal - the backing of the tech giants, potentially huge investment and enormous retail presence. They could, with the right wind in their sales, help to bring "sofa gaming" to the same immense, casual audience that presently enjoys "pocket gaming". Yet the giant unsolved question remains; how will these games be controlled? A Fire TV owner, a potential casual gamer, who tries to play a game using his remote control and finds the experience frustrating and unpleasant won't go off and buy a controller to make things better; he'll shrug and return to the Hulu app, dismissing the Games panel of the device as being a pointless irrelevance.

The answer doesn't have to be "bundle a joypad". Perhaps it'll be "tether to a smartphone", a decision which would demand a whole new approach to interaction design (which would be rather exciting, actually). Perhaps a simple Wiimote style wand could double as a remote control and a great motion controller or pointer. Perhaps (though I acknowledge this as deeply unlikely) a motion sensor like a "Kinect Lite" could be the solution. Many compelling approaches exist which deserve to be tried out; but one thing is absolutely certain. While the second generation of microconsoles are going to do very well in sales terms, they will primarily be bought as media streaming boxes - and will never be an important games platform until the question of control gets a good answer.

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Rob Fahey avatar

Rob Fahey

Contributing Editor

Rob Fahey is a former editor of GamesIndustry.biz who spent several years living in Japan and probably still has a mint condition Dreamcast Samba de Amigo set.

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