Above is a screenshot of gameplay in Hearthstone. Those six bubbles are the entire world of communication in the game. No matter how angry, upset, excited, or happy you are — the entire social interaction you will ever have with the person you are playing will be confined to just those six preset options. There is no direct messaging unless you’ve added them to your friends list. There is no audio. There is no chat.
When Nintendo Switch was first revealed in October 2016, there were mostly two crowds that reacted. One group had been following the rumors for years and scoffed at the Switch’s graphics power and hardware capability. Another group absolutely adored the puppy-ear resemblance and hailed the system as an innovation in the physical multiplay space.
Both crowds are right, and the reason is because they aren’t the same user demographic. One sees the Switch as an Xbox-PlayStation status quo contender that has some portable gimmicks. The other group sees the console as a console-class handheld that supports TV output. With a product poised to be both a living room and handheld console, Nintendo is targeting an extremely lucrative and strong market as well as an anemic and declining segment at the same time. This dying category, of course, is the handheld market — the once glorious group of culture icons that has been experiencing a steady YoY decline of sales in the past decade.
There’s been a lot of chatter on the market about the Nintendo Switch. So far, gamers, investors, and analysts alike haven’t been impressed — as shown by the downward push on NTDOY’s stock price every time they release new information. The critics are clamoring about how the entire product has been a mistake— its size, its lack of pure hardware power compared to its Sony and Microsoft rivals, and the shrinking size of the console market in general. They’ve lambasted the company for being so late to go into mobile, the largest growing games market. Then punished it heavily when Super Mario Run didn’t repeat the same success of Pokemon GO.
From a cursory glance, mobile games look to be a thriving industry. Hitch a ride on public transportation, and you’d be hard-pressed to find faces not glued to their screens playing Candy Crush or Clash of Clans. Sadly, thats just the sight of Eden of the games that made it. In a cruel twist of reality, most mobile games are actually uninspired, low-budget, and cheap disguises for money leeches. From the mind numbing amount of copycat clones to the almost universal clunky interaction, the mobile game market can more or less be renamed “Pick your own Skinner Box. P.S: They’re all the same.”