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Games consoles: Taken to the next level or game over?

Tom Chatfield

In the age of smartphones and tablets, can new versions of the Xbox and

PlayStation dominate the living room like their predecessors, asks Tom

Chatfield.

My first taste of technological tribalism came courtesy of video games. Born at

the start of the 1980s, I entered my teens at a time when the most central

badge of belonging to many geeks my age was the answer to a single question

Sega or Nintendo?

In my case, it was Nintendo all the way. To be precise, it was the Super

Nintendo Entertainment System (SNES to its friends). From the outside the SNES

looked like an undistinguished grey lump of plastic while its rival, Sega s

Genesis/Mega Drive (the former name used only in North America), was black and

seductively sleek. But beneath the shell, as I never tired of explaining, mine

was a superior machine, with its 32,768 colours, Mode 7 graphical scaling, and

a stable of iconic games: Zelda; Metroid; Unirally; and the criminally

addictive Mario Kart.

Owning or endorsing both brands was unthinkable. At the time, games consoles

were the apogee of electronic achievement, and their rise or fall was the

single most important question in my digital world.

Two decades and four generations of consoles later, dedicated gaming machines

still fuel passionate debate. Today, though, it s not so much about winning the

console war as fighting for survival.

Witness Microsoft s announcement this May of its new console, the Xbox One:

successor to the seven-year-old Xbox 360. Despite the corporate rhetoric and

razzmatazz, much of the speculation that accompanied its unveiling centred on

whether this product was aimed at a customer which arguably no longer exists

someone willing to hook up a clever, expensive box to a huge television set

and put digital games at the centre of their household.

In an age of smartphones and tablets, it s easy to see why warring to dominate

the living room looks like an anachronism. Microsoft has made several

concessions to evolving technologies, emphasising the Xbox One s integration

with TV and social media an emphasis that bred its own brand of contempt from

critics underwhelmed by the world's most expensive TV remote. But, as games

industry expert Nicholas Lovell argued on his website following Microsoft s

event, The future battle is not for the control of the living room: it is for

control of the direct relationship between creator and consumer via this

personal screen. It s like Microsoft is fighting to be the person who controls

the fixed line phone in an age of mobile telephony.

When the last generation of games consoles appeared, there was no such thing as

an iPhone. Today, there are more smartphones in the world than consoles have

been sold in history. Digital play has been democratised in a way unthinkable a

decade ago, while as Lovell notes personal, portable screens are rapidly

overtaking monitors and televisions in every aspect of our lives. Even at home,

the big screen on the wall plays second fiddle to the small ones clasped in our

hands.

It s a different world even to that of 2008, when Nintendo s then latest

consoles the Wii and DS helped it to become the world s most profitable

company per capita. Five years later, the company posted its first ever annual

loss, while sales of its new Wii U have been disappointing since its release in

November last year.

Virtual unreality

Yet there remains something in games consoles that still feels significant to

me. Like play itself, it s as much emotional and symbolic as it is pragmatic,

and it rests on a distinctly old-fashioned vision of computing: of technology

not as an efficient facilitator, but as a conjurer of other worlds.

To put a games console at the heart of your house is to create a magic circle

into which you can step with total attention and which in return grants

access to digital realms crafted to enthral, engage and amaze. As many have

pointed out, the $50-plus price point of triple-A console games looks like an

anachronism at a time when top-notch apps can be had for a dollar, while

soaring budgets are a major issue for developers. At its best, though, the

bargain remains unique: enter an adventure at the cutting edge of unreality,

and for a moment leave your life behind.

It s an impulse that can quite reasonably be called adolescent, regressive and

escapist. Games consoles have never been for everyone. They re a playground for

those who like my teenage self want not simply to be served by technology,

but to be transported by it. Hence the success of perhaps the most remarkable

accessory to grace consumer electronics, Microsoft s Kinect: a sensor array

able to track, and to model onscreen, users every movement via stereoscopic

cameras.

An upgraded version of Kinect is one of the centrepieces of Xbox One, and

rightly so because what seems gimmicky when you re waving at it to change TV

channels can become, in the middle of play, little less than a miracle. Kinect

is not just about controlling a machine with your body: it s about becoming an

active, physical presence within the screen itself. Like deities descending

from a higher plane, it s the closest we ve yet come to incarnating ourselves

within virtual worlds.

If this sounds grandiose, that s because it is. It s far too early fully to

judge Microsoft s latest creation, of course, let alone to back winners in its

combat with Sony s forthcoming PlayStation 4. Despite the ferocious competition

for attention and dollars, though, there s something at the heart of console

gaming that isn t going away: the passionate desire to meld play and technology

into something entirely apart from everyday life.