I've been writing often, lately, about educational games, especially Nintendo DS learning games. Most of my research has had a common thread of truth: it's a difficult medium to work in. According to industry sources, most learning games marketed towards kids never see the light of day, and the ones that do make it out of the planning phases can be a bit of a gamble for their studios. Especially, as is the case for many recent games, the teams who lack the backing of a major label. Major label = assured distribution.
Problem is, the major labels don't necessarily want to innovate. They don't often want to chance the market's willingness to accept a new ideas, foreign or unfamiliar gameplay, or, really: anything that isn't guaranteed to make a certain percentage of profit. It's understandable; they're publicly-traded companies, for crying out loud. Of course they're built to play it safe. DS learning games are a tough sell to begin with, these companies seem to say. Why swing for the fences when we've got a guaranteed base hit?
Well, that's true. But there are game makers out there, right this very second, who're toiling in obscurity, putting the finishing touches on the next Katamari Damacy. Ah, says the company, the Katamari example. For every Katamari, they say, there're three or four games you never hear about that fail miserably on the market. And Katamari wasn't even a DS learning game!
Also true. So, then - the problem isn't squarely on the shoulders of these monolithic gaming corporations. It seems the handheld gaming device industry deserves much of the blame.
Unfortunately, most of the gaming innovation I'm seeing is limited to the Internet. It's as if Indie game makers are sticking to personal computers, Flash games, and internet distribution, with the hope that they can attract a grassroots groundswell, maybe get noticed by one of the aforementioned big-name companies, and try to work for change within the system.
Without major changes withing the handheld gaming device industry, the Nintendo DS and its fleet of DS learning games will be in danger of running aground against the improved software distribution system of multiple-use devices like the iPhone. Here, at least, game makers can self-produce and release games to the market without the current logistical and production restraints of the cartridge-based gaming world. I fear for the Nintendo DS's survivability. For as many things as the Sony PSP got wrong, their recent switch to digital distribution is right. They just came to it too late - no one wants to re-buy games they already own.
The handheld gaming world is changing, and I hope that Nintendo helps lead that transition. I'd like to see a similar amount of fun DS learning games on the 3DS, but, by sticking with cartridge-based production, they're hurting their customers, smaller game producers, and ultimately, themselves.
Of course, in the meantime, we have some amazing games coming out. And the pre-existing DS learning game library is formidable, fairly deep, and has plenty of hidden gems. Nintendo needs to reevaluate its cartridge-based gaming platform for its upcoming Nintendo 3DS, lest they lose yet more ground to other handheld devices.
William is a parent and a New York straphanger. His kid is already on the way to becoming a gamer who sometimes needs a little "gentle encouragement" to play his Nintendo DS learning game, even the ones the little guy picked out, himself. William misses the days of Sonic and Mario when they'd only go from left-to-right, rather than 360 degrees.
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