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Wii, Joy, Counter-Hype

Just mere months after a brutal counter-hype cycle of Second Life bore its ugly head, I’m predicting we’re going to have some of the same counter-hype coming to the Wii. But first, allow me to take a slight (large?) tangent and take a step back from the (legitimate or otherwise) complaints about either product to talk about hype.

There exists a perpetual flaw in the media world that any darling like SL or the Wii is bound to not live up to the breathless expectations of journalists. Although I doubt this is an entirely deliberate phenomenon, journalists get a great deal of benefit from the waxing and waning of hype that in aggregate they largely create - cycles of over-hyping followed by over-griping, and then sometimes followed by consolidation and acceptance.

If we were to turn the tools of emotional manipulation we wield with alacrity in game development to this phenomena, we’d find journalism and news have actually become quite good at what we do. First, the hype creates anticipation and excitedness, and translates it into feeling emotions now that are emotions that will come in the future. For instance, just reading about the Wii makes you *feel* the simple joy of playing games, and the social reward of playing with friends, even though you are actually doing neither. Next, the counter-hype plays of your emotions of judgment and naysaying, and branches off into either a sort of “i told you so” even though you probably said nothing, or - if you really bought into the hype - a disappointment that paradoxically drives you to further seek the emotional up and down the news provides. Finally, sometimes the hype ends with consolidation, where you feel closure and a general sense of contentment, possibly with a slight feeling of hope for the future as the story ends on a good note.

With these emotions, the hype model is just plain good story writing.

So, back to the topic at hand: the usage patterns of the Wii are different from other game consoles, yet expectations are the same.

For instance, people aren’t playing the Wii. Or rather, 67% of people aren’t. This is according to publisher Famitsu, although many other Japanese developers are jumping on board to say things like the Wii is a fad. Others may point out that Wii software sales aren’t that great, not even breaking Top 10 sales, that sales figures mean nothing unless people play it, that none of the follow-on titles had the appeal of Wii Sports, etc.

Whatever. Part of opening a new market is discovering that it doesn’t work the same way the old one does. In the case of the Wii, this means that people aren’t buying new titles every 3 months, or counting down the days until the Big Game is released and then dropping a collective $200mm on it. They’re being… how shall we say… a bit more ‘casual’ about their usage. Game publishers, used to catering almost exclusively to a forgiving and predictable gamer customer base, are caught off guard. This doesn’t fit their model of reality. Why would someone buy a game console if they only played it once a month? Don’t they know games get old fast? Meanwhile, the non-gamer with the console under the TV goes about their daily life, barely using the damn thing, but - I posit - still deriving satisfaction from it. How?

For this new audience, usage doesn’t equal value. It’s not an iPod, though it’s small, glossy white, cute, and media-savvy. Nor is it a consumable, defined by it’s rate of replacement. Usage has little to do with it in fact.

Think of some outrageous clothes you have purchased, probably for halloween or a costume party. You wear them maybe twice a year. Yet they occupy a part of your mind and identity, at every thought providing you with an anticipation of positive emotions (just like hype) in the off chance you have the opportunity to show them off. In fact, you’re always on the lookout for those opportunities. Alternately, think about the home fitness market - if it was usage-driven, there’d be no market, nor late night television spots with Christy Brikley and an ageless Chuck Norris. Or perhaps a better analog is a social one - the dining room table. You probably only eat on it when guests are over, preferring a more practical spot to munch on your normal meals. But you know it’s there, in that off-chance you get folks over.

I think the Wii is really an item that exists nowhere near games, and instead in the same space as the above examples. It’s an identity item, something that has a property that you want to be associated with. It’s a novelty item, something you thought you’d use a lot more than you actually did. It’s a social tool, something that once you have you seek opportunities to use it, although rarely actually use. All of these touch on what it actually provides people. The Wii is about simple joys, shared with others - something that is actually not that easy to find in modern life, and something very difficult to distill into a product. And it’s the actual zig-zag, drunken stumble, half-rational path that people take in pursuit of these simple joys that is the market.