Author Archives: plouison

A Reflection on Winning The Vive

By Parker Louison 

The Views and Opinions Expressed in This Article Are Those of Parker Louison and Do Not Necessarily Reflect the Official Policy or Position of UMass Amherst IT 

A Note of Intention

I want to start off this article by explaining that I’m not making this in an effort to gloat or brag, and I certainly hope it doesn’t come across that way. I put all of the creative energy I had left this semester into the project I’m about to dissect and discuss, so sadly I won’t be publishing a video this semester (as I’ve done for the past two semesters). One of the reasons I’m making this is because a lot of the reaction towards what I made included people asking how I made it and how long it took me, and trust me, we’ll go in depth on that.

My First Taste

My first experience with high-grade virtual reality was a few weeks before the start of my sophomore year at UMass when my friend Kyle drove down to visit me, bringing along his HTC Vive after finding out that the only experience I’d had with VR was a cheap $20 adapter for my phone. There’s a consensus online that virtual reality as a concept is better pitched through firsthand experience rather than by word of mouth or marketing. The whole appeal of VR relies on subjective perception and organic optical illusions, so I can understand why a lot of people think the whole “you feel like you’re in the game” spiel sounds like nothing but a load of shallow marketing. Remember when Batman: Arkham Asylum came out and nearly every review of it mentioned that it made you feel like Batman? Yeah, well now there’s actually a Batman Arkham VR game, and I don’t doubt it probably does make you actually feel like you’re Batman. The experience I had with VR that night hit me hard, and I came to understand why so many people online were making it out to be such a big deal. Despite my skeptical mindset going in, I found that it’s just as immersive as many have made it out to be. 

This wasn’t Microsoft’s Kinect, where the action of taking away the remote actually limited player expression. This was a genuinely deep and fascinating technological breakthrough that opens the door for design innovations while also requiring programmers to master a whole new creative craft. The rulebook for what does and doesn’t work in VR is still being written, and despite the technology still being in its early stages, I wanted in. I wanted in so badly that I decided to try and save up my earnings over the next semester in an effort to buy one. That went about as well as you’d expect; not just because I was working within a college student’s budget, but also because I’m awful with my money. My Art-Major friend Jillian would tell you it’s because I’m a Taurus, but I think it has more to do with me being a giant man-child who impulse-purchases stupid stuff because the process of waiting for something to arrive via Amazon feels like something meaningful in my life. It’s no wonder I got addicted to Animal Crossing over Spring Break… 

The Task

Anyway, I was sitting in my Comp-Lit discussion class when I got the email about the Digital Media Lab’s new Ready Player One contest, with the first place winner taking home an HTC Vive Headset. I’m not usually one for contests, and I couldn’t picture myself actually winning the thing, but something about the challenge piqued my interest. The task involved creating a pitch video, less than one minute in length, in which I’d have to describe how I would implement Virtual Reality on campus in a meaningful way. 

With Virtual Reality, there are a lot of possible implementations relating to different departments. In the Journalism department, we’ve talked at length in some of my classes about the potential applications of VR, but all of those applications were either for the benefit of journalists covering stories or the public consuming them. The task seemed to indicate that the idea I needed to pitch had to be centered more on benefiting the average college student, rather than benefiting a specific major (at least, that’s how I interpreted it). 

One of my original ideas was a virtual stress-relief dog, but then I realized that people with anxiety would likely only get even more stressed out with having to put on some weird giant headset… and real-life dogs can give hecking good nuzzles that can’t really be simulated. You can’t substitute soft fur with hard plastic. 

I came to college as a journalism major, and a day rarely goes by when I don’t have some doubts about my choice. In High School I decided on journalism because I won this debate at a CT Youth Form thing and loved writing and multi-media, so I figured it seemed like a safe bet. Still, it was a safe bet that was never pitched to me. I had no idea what being a journalist would actually be like; my whole image of what being a reporter entailed came from movies and television. I thought about it for a while, about how stupid and hormonal I was and still am, and realized that I’m kind of stuck. If I hypothetically wanted to switch to chemistry or computer science, I’d be starting from scratch with even more debt to bear. Two whole years of progress would be flushed down the toilet, and I’d have nothing to show for it. College is a place for discovery; where your comfortable environment is flipped on its head and you’re forced to take care of yourself and make your own friends. It’s a place where you work four years for a piece of paper to make your resume look nicer when you put it on an employer’s desk, and you’re expected to have the whole rest of your life figured out when you’re a hormonal teenager who spent his savings on a skateboard he never learned how to ride.

And so I decided that, in this neo-cyberpunk dystopia we’re steadily developing into, it would make sense for simulations to come before rigorous training. Why not create simulated experiences where people could test the waters for free? Put themselves in the shoes of whatever career path they want to explore to see if the shoes fit right, you know?

I mentioned “cyberpunk” there earlier because I have this weird obsession with cyberpunk stuff at the moment and I really wanted to give my pitch video some sort of tongue-in-cheek retrograde 80s hacker aesthetic to mask my cynicism as campy fun, but that had to be cut once I realized I had to make this thing under a minute long.

Gathering My Party and Gear

Anyway, I wrote up a rough script and rented out one of the booths in the Digital Media Lab. With some help from Becky Wandel (the News Editor at WMUA) I was able to cut down my audio to just barely under the limit. With the audio complete, it came time to add visual flair. I originally wanted to do a stop-motion animated thing with flash-cards akin to the intros I’ve made for my Techbytes videos, but I’m slow at drawing and realized that it’d take too much time and effort, which is hilarious because the idea I settled on was arguably even more time-consuming and draining.

I’m the proud owner of a Nikon D80, a hand-me-down DSLR from my mom, which I bring with me everywhere I go, mostly because I like taking pictures, but also because I think it makes me seem more interesting. A while back I got a speck of dust on the sensor, which requires special equipment to clean (basically a glorified turkey baster). I went on a journey to the Best Buy at the Holyoke Mall with two friends to buy said cleaning equipment while documenting the entire thing using my camera. Later, I made a geeky stop-motion video out of all those photos, which I thought ended up looking great, so I figured doing something similar for the pitch video would be kind of cool. I messaged a bunch of my friends, and in a single day I managed to shoot the first 60% of the photos I needed. I then rented out the Vive in the DML and did some photoshoots there. 

At one point while I was photographing my friend Jillian playing theBlu, she half-jokingly mentioned that the simulation made her want to study Marine Biology. That kind of validated my idea and pushed me to make sure I made this video perfect. The opposite effect happened when talking to my friend Rachael, who said she was going to pitch something for disability services, to which I immediately thought “damn, she might win with that.”

I then knew what I had to do. It was too late to change my idea or start over, so I instead decided that my best shot at winning was to make my video so stylistically pleasing and attention-grabbing that it couldn’t be ignored. If I wasn’t going to have the best idea, then gosh darn it (I can’t cuss because this is an article for my job) I was going to have the prettiest graphics I could muster.   

The Boss Fight 

I decided to use a combination of iMovie and Photoshop, programs I’m already familiar with, because teaching myself how to use more efficient software would ironically be less efficient given the short time frame I had to get this thing out the door. Using a drawing tablet I borrowed from my friend Julia, I set out to create the most complicated and ambitious video project I’ve ever attempted to make. 

A few things to understand about me: when it comes to passion projects, I’m a bit of a perfectionist and extremely harsh on myself. I can’t even watch my Freshman Year IT video because I accidentally made it sound like a $100 investment in some less than amazing open back headphones was a reasonable decision on my part, and my other IT video makes me cringe because I thought, at the time, it’d be funny to zoom in on the weird hand motions I make while I talk every five seconds.

So in this case, I didn’t hold back and frequently deleted whole sections of my video just because I didn’t like how a single brush stroke animated (with the exception of the way my name is lopsided in the credits, which will haunt me for the rest of my life). For two weeks, I rigorously animated each individual frame in Photoshop, exported it, and imported it into iMovie. 

(Above) A visual representation of all the files it took to create the video

(Above) Frame by frame, I lined up my slides in iMovie

The most demanding section was, without a doubt, the one involving my friend Matthew, which I spent one out of the two weeks entirely focused on. For that section, I needed it to animate at a speed faster than 0.04 seconds, which is impossible because 0.04 seconds is the shortest you can make a frame in iMovie’s streamlined interface, so I ended up creating a whole new project file, slowing down my audio by half-speed, editing the frames of that section relative to that slowed down audio before exporting it, putting it into the original project file and doubling its speed just to get it to animate smoothly. 

 (Above) Some sections required me to find loopholes in the software to get them to animate faster than iMovie would allow

(Above) Some of the scrap paper I scribbled notes on while editing the video together

Each individual border was drawn multiple times with slight variations and all the on-screen text (with the exception of the works cited) was handwritten by me multiple times over so that I could alternate between the frames of animation to make sure everything was constantly moving. 

(Above) Boarders were individually drawn and cycled through in order to maintain visual momentum

This was one of my major design philosophies during the development of this project: I didn’t want there to be a single moment in the 59 seconds where nothing was moving. I wanted my video to grab the viewer’s attention, and I feared that losing momentum in the visual movement would cause me to lose the viewer’s interest. The song LACool by DJ Grumble came on my Spotify radio coincidentally right when I was listening over the audio for the section I was editing, and I thought it fit so well I bought it from iTunes on the spot and edited it in.

I finished my video on Monday, March 26th, turned it into the Digital Media Lab, stumbled back to my dorm, and went to bed at 6:00 PM by accident. 

The Video

(Above) The final video submission 

The winner wouldn’t be announced until Wednesday, so for two days I nervously waited until 6:00 PM on March 28th, when I sat on my bed in my dorm room refreshing the Digital Media Lab website every 7 seconds like a stalker on an ex’s Facebook page waiting for the winner to finally be posted. At 6:29 PM I got a call from an unrecognized number from Tallahassee, Florida, and almost didn’t answer because I thought it was a sales call. Turns out it was Steve Acquah, the coordinator of the Digital Media Lab, who informed me that my video won. Soon after, the Digital Media Lab Website was also updated with the announcement.

(Above) A screenshot taken of the announcement on the Digital Media Lab Website 

Thank You

Along with the raw joy and excitement came a sort of surreal disbelief. Looking back on those stressful weeks of work, it all felt like it flew by faster than I could’ve realized once I got that phone call. I’m so grateful for not only the reward but the experience. Making that video was a stressful nightmare, but it also forced me to push myself to my creative limits and challenge myself in so many ways. On a night where I would’ve probably just gone home and watched Netflix by myself, I sprinted around campus to meet up with and take photos of my friends. This project got me to get all my friends together and rent out the Vive in the DML, basically forcing me to play video games and have fun with the people I love. While the process of editing it all together drove me crazy, the journey is definitely going to be a highlight of my time at UMass. 

I’m grateful to all of my friends who modeled for me, loaned me equipment, got dinner with me while I was stressing out over editing, played Super Hot VR with me, gave me advice on my audio, pushed me to not give up, and were there to celebrate with me when I won. I’m also immensely grateful to the staff and managers of the DML for providing me with this opportunity, as well as for their compliments and praise for the work I did. This was an experience that means a lot to me and it’s one I won’t soon forget. Thank you.

Epilogue

I picked up my prize the other day at the DML (see photo above the title of this article)! Unfortunately, I have a lot of work going on, so it’s going to be locked up in a safe place until that’s done. Still, it’s not like I could use it right now if I wanted to. My gaming PC hasn’t been touched in ages (since I don’t bring it with me to college) so I’m going to need to upgrade the GPU before I can actually set up the Vive with it. It’s a good thing there isn’t a spike in demand for high-end GPUs at the moment for cryptocurrency mining, right?

(Above) A visual representation of what Bitcoin has done to the GPU market (and my life)

…Oh.

Regardless of when I can actually use the prize I won, this experience was one I’m grateful to have had. The video I made is one I’m extremely proud of, and the journey I went on to create it is one I’ll think about for years to come.

How To Create A Helpful Tech Tutorial: The Tutorial

Have you ever found yourself watching tech tutorials online? Nothing to be ashamed of, as everyone has run into an issue they need help solving at some point in their lives. Now, have you ever found yourself watching a BAD tech tutorial online? You know, one where the audio sounds like it’s being dragged across concrete and the video is literally a blurry recording of a computer screen? It ironically feels like a lot of the time the people who make tech tutorials need a tech tutorial on how to make good quality tech tutorials.

So join me, Parker Louison, as I wave my hands around awkwardly for ten minutes while trying my best to give helpful tips for making your tech tutorial professional, clean, and stand out among all the low effort content plaguing the internet!

App Review: Glitché

Fun fact: You can type the “é” character on Mac OS by holding down the “e” key until the following menu pops up:

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From there, simply select the second option with your mouse and you’ll be right as rain. I’m only telling you this because the application I’ll be discussing today is called Glitché, not “Glitche”.

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Glitché is an app that provides users with “a full range of tools and options to turn images into masterpieces of digital art.” That description is from the app’s official website; a website which also proudly displays the following quote:

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Either this quote is outdated or Mr. Knight is putting more emphasis on the word “compared” than I’m giving him credit for. While yes, one could argue that contextually a 0.99¢ application would comparatively seem like a free download to someone purchasing a nearly $400 post-production suite, I might be more inclined to ask how you define the word “free”.

You see, Glitché is actually 0.99¢…unless you want the other features. Do you want Hi-Res Exports? That’ll be $2.99. Do you want to be able to edit videos? Another $2.99, please. Do you want camera filters? $2.99 it is!

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So Glitché is actually more like $9.96, but that doesn’t sound as good as 0.99¢, does it? You might argue that I’m making a big deal out of this, but I’m just trying to put this all in perspective for you. From here on out I want you to understand that the program I’m critiquing charges $10 for the full experience, which is fairly expensive for a phone application.

Another issue I have with this quote and the description given by the website is that Glitché isn’t trying to compete with Adobe Photoshop. Glitché isn’t a replacement for your post-production suite nor is it your one-stop-shop for turning images into masterpieces of digital art; rather, Glitché strives to give you a wide selection of tools to achieve a very specific look. This aesthetic can best be described as a mixture of To Adrian Rodriguez, With Love and a modern take on cyberpunk. Essentially the app warps and distorts a given image to make it look visually corrupted, glitched, or of VHS quality. It’s a bit hard to describe, so here’s a few examples of some of the more interesting filters.

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Unedited photo for reference

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The “GLITCH” filter. Holding down your finger on the screen causes the flickering and tearing to increase. Tapping once stops the flickering.

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The “CHNNLS” filter. Dragging your finger across the screen sends a wave of rainbow colors across it. The color of the distortion can be changed.

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The “SCREEN” filter works like the “CHNNLS” filter, only it distorts the entire image.

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The “GRID” filter turns your image into a 3D abstract object akin to something one might see in an EDM music video.

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The “LCD” filter lets you move the colors with your thumb while the outline of your image remains fixed.

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The “VHS” filter applies VHS scan lines and warps more aggressively if you press your thumb down on the image.

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The “DATAMOSH” filter. The direction of the distortion depends on the green dot you press in the center reticle. The reticle disappears once the image is saved.

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The “EDGES” filter can be adjusted using both the slider below your image and with your thumb.

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The “FISHEYE” filter creates a 3D fisheye overlay you can move around on your image with your thumb.

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The “TAPE” filter works in a similar fashion to the “VHS” filter, only moving your thumb across it creates a more subtle distortion.

Listing off some of the individual filters admittedly isn’t doing the app justice. While you are able to use a singular filter, the app also allows you to combine and overlay multiple filters to achieve different effects. Here’s something I made using a combination of five filters:

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You can also edit video in a similar fashion (after paying the required $2.99).

The interface itself is simplistic and easy to navigate, though the application lacks certain features one might expect. You can’t save and load projects, you can’t favorite filters, and you can’t perform any complex video editing outside of applying a filter. The app has crashed on me a few times in the past, though this is a rare occurrence. The app is regularly updated with new features and filters.

So, 0.99¢ gets you 33 filters and limits you to Lo-Res exports and GIF exports. $9.96 gets you 33 filters, the ability to export in Hi-Res, the ability to export to GIF, the ability to edit videos, and the ability to record video in the actual application while using said filters.

I keep bringing this back to the cost of the app because that’s really the only place where opinions may vary. The app does what it sets out to do, but the price for the full package leaves a lot to be desired. There are definitely people out there who would gladly pay $10 for this aesthetic, and there are plenty more who would shake their head at it. If any of the filters or images I’ve shown you seem worth $10, then I think you’ll enjoy Glitché. However, if you think this app is a bit too simplistic and overpriced for what it is, I recommend you spend your money elsewhere. It really all boils down to the cost, as the app itself works fine for what it is. In my opinion, the app would be a great deal at $3 or even $5; however, $10 is a bit much to ask for in return for a few nifty filters.

 

Gaming on a MacBook Pro

Despite what the average internet person will tell you, MacBooks are good at what they do. That’s something important to remember in a time where fanboying is such a prevalent issue in the tech consumer base. People seem eager to take sides; binary criticism removing the reality that machines can have both good and bad qualities. MacBooks are good at what they do, and they also have their disadvantages.

One of the things MacBooks aren’t good at (mostly due to their architecture) is playing games. If you’re looking for high-performance gameplay, Windows machines are objectively better for gaming. Despite this, there are plenty of games and workarounds that’ll still enable you to have fun with friends or in your dorm room after a long stressful day even on a MacBook.

Note: I’ll only be listing the methods and games I’ve personally found to work well. There are likely tons of games and methods that work great, but I haven’t tried yet.  While I’m aware you can always install Windows via Boot Camp, I’ll only be touching on methods and games that don’t require altering the OS or running a virtual machine. Below is a screenshot of my machine’s specs for reference.

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Actually Getting Games  

Do you like games? Do you like sales? Do you often fantasize about purchasing AAA games for prices ranging from Big Mac to Five Guys? Steam is the way to go. You can get Steam here, and I highly recommend you do. Steam is great because of its frequent sales, interface, and ability to carry over your purchases between machines easily. A good amount of Steam titles are supported on Mac OS, so if you’ve been previously using a Windows machine and have a huge library, you won’t have to repurchase all of your games if you switch to a new OS. You can also purchase some games off of the App Store, though the selection there is far smaller in comparison.

Configuration 

If you’re planning on playing an FPS on your MacBook, you’re likely going to want a mouse. A mouse is far more accurate and comfortable than a trackpad when it comes to interacting with most game interfaces. However, after plugging in your mouse you might find that it feels…weird. It accelerates and slows itself down sporadically and probably feels like it’s fighting you. No need to worry! This is a simple fix.

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First, launch Terminal and enter the following command:

defaults write .GlobalPreferences com.apple.mouse.scaling -1    

This will disable Mac OS’s built in scaling and allow you and your mouse to have healthy bonding time without it suddenly deciding to perform an interpretive dance in the style of the plastic bag from American Beauty.

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Another bonus piece of advice would be to go to System Preferences > Keyboard > and check the option to use the function keys without having to press the fn key. If you’re playing games that require usage of the function keys, you’ll find it easier to only have to hit one key vs having to take your hand off the mouse to hit two.

 

Finally, I recommend you keep your system plugged in and on a desk. Just like with most laptops, demanding processes like games can drain the battery faster than Usain Bolt can run across campus and make your laptop hotter than that fire mixtape you made in highschool.

Solo game recommendations

So, you’ve set up your mouse and keyboard, installed steam, and you’ve got some free time to play some games. What now? Well, not every game that is listed as “compatible” with Mac OS actually works well with Mac OS. Some games lag and crash, while others might run at a high frame-rate with no problems. Here are a few games I’ve found work well with my system. (Reminder: Performance may vary)

1.h a c k m u d

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“h a c k m u d” is a game that is set in a cyberpunk future where you’re a master hacker. This isn’t Watch_Dogs though. You’re not “hacking” by pressing a single button; rather, every single bit of code is typed by you. If you don’t know how to code, the game does an alright job at teaching you the basics of its own language (which is like a simplified mix of HTML and Java). The first hour of the game is spent locked in a server where you’ll have to solve some interesting logic puzzles. Once you escape the server, the game suddenly becomes a fully functional hacking MMO entirely populated by actual players. The game runs well on Mac OS, as it’s almost entirely text-based.

2.Pillars of Eternity

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Do you like classic CRPGs? If the answer is yes, you’ll probably love Pillars. It’s a CRPG that fixes a lot of the problems the genre faced during its golden age, while not losing any of its complexity and depth. The game runs well, though do expect a loud and hot system after just a few minutes.

3.SUPERHOT

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Do you often dream of being a bad-ass ninja in the matrix? SUPERHOT is a game where the central gimmick is that time only moves when you move. More accurately, time moves at a fraction of a second when you aren’t moving your character. This allows for moments where you can dodge bullets like Neo and cut them in half mid-flight with a katana. The game runs great, though your system will quickly get super hot (pun intended).

4.Enter the Gungeon

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Enter the Gungeon is a cute little rogue-like bullet hell where your goal is to reach the end of a giant procedurally generated labyrinth while surviving an endless onslaught of adorable little sentient bullets that want to murder you. The game is addictive and runs well, though one common issue I found was that the game will crash on startup unless you disable the steam overlay. It’s a shame though that you can’t enjoy the co-op feature…

…or can you?

MacBook Party 

Who wants to play alone all the time? This is college, and like a Neil Breen movie, it’s best enjoyed with friends by your side. Here’s a tutorial on how to set up your MacBook for some local gaming fun-time.

First things first, you’re going to want some friends. If you don’t have any friends installed into your life already, I find running “heystrangerwannaplaysomegameswithme.exe” usually helps.

Next, you’re going to want to get one of these. This is an adapter for Xbox 360 controllers, which you should also get a few of here. Plug in the USB adapter into your MacBook. Now, Mac OS and the adapter will stubbornly refuse to work with each other (symbolic of the fanboying thing I mentioned at the beginning of this post), so you’re going to have to teach them the value of teamwork by installing this driver software.

Once you’re all set, you should be able to wirelessly connect the controllers to the adapter and play some video games. One optional adjustment to this process would be to connect your MacBook via HDMI to a larger display so everyone can see the screen without having to huddle around your laptop.

Enter the Gungeon has a great two-player co-op mode. I’d also recommend Nidhogg and Skullgirls for some casual competitive matches between friends.

And there you have it! Despite what some very vocal individuals on the internet might tell you, it is possible to enjoy some light gaming on a Macbook. This is the part where I’d normally make some grand statement about how the haters were wrong when they said it couldn’t be done; but alas, that would merely be fueling a war I believe to be pointless in the grand scheme of things. Are we not all gamers? Are we not all stressed with mountains of work and assignments? Are we not all procrastinating when we should be working on said assignments? While our systems may be different, our goals are very much the same. And with that, I hope you find my advice helpful on your quest for good video games.

Best,

Parker

A Fundamental Problem I See with the Nintendo Switch

Nintendo’s shiny new console will launch on March 3rd…or wait, no…Nintendo’s shiny new handheld will launch on March 3rd…Wait…hold on a second…what exactly do you call it?

The Nintendo Switch is something new and fresh that is really just an iteration on something we’ve already seen before.

In 2012, The Wii U, widely regarded as a commercial flop, operated on the concept that you could play video games at home with two screens rather than one. The controller was a glorified tablet that you couldn’t use as a portable system. At most, if your grandparents wanted to use the television to watch Deal or No Deal, you could take the tablet into the other room and stream the gameplay to its display.

Two months later, Nvidia took this concept further with the Nvidia Shield Portable. The system was essentially a bulky Xbox 360 controller with a screen you could stream your games to from your gaming PC. The system also allowed you to download light games from the Google Play store, so while it wasn’t meant to be treated as a handheld, it could be used as one if you really wanted to.

Then, a full year after the release of the Wii U, Sony came out with the PlayStation 4. Now, if you owned a PlayStation Vita from 2011, you could stream your games from your console to your Vita. Not only would this work locally, but you could also do it over Wi-Fi. So, what you had was a handheld that could also play your PS4 library from anywhere that had a strong internet connection. This became an ultimately unused feature as Sony gave up trying to compete with the 3DS. As of right now, Sony is trying to implement this ability to stream over Wi-Fi to other devices, such as phones and tablets.

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And now we have the Nintendo Switch. Rather than make a system that can stream to a handheld, Nintendo decided to just create a system that can be both. Being both a handheld and a console might seem like a new direction when in reality I’d like to think it’s more akin to moving in two directions at once. The Wii U was a dedicated console with an optional function to allow family to take the TV from you, the Nvidia Shield Portable was an accessory that allowed you to play your PC around the house, and the PlayStation Vita was a handheld that had the ability to connect to a console to let you play games anywhere you want. None of these devices were both a console and a handheld at once, and by trying to be both, I think Nintendo might be setting themselves up for problems down the road.

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Remember the Wii? In 2006, the Wii was that hot new item that every family needed to have. I still remember playing Wii bowling with my sisters and parents every day for a solid month after we got it for Christmas. It was a family entertainment system, and while you could buy some single player games for it, the only time I ever see the Wii getting used anymore is with the latest Just Dance at my Aunt’s house during family get-togethers. Nobody really played single player games on it, and while that might have a lot to do with the lack of stellar “hardcore” titles, I think it has more to do with Nintendo’s mindset at the time. Nintendo is a family friendly company, and gearing their system towards inclusive party games makes sense.

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Nintendo also has their line of 3DS portable systems. The 3DS isn’t a family system; everyone is meant to have their own individual devices. It’s very personal in this sense; rather than having everyone gather around a single 3DS to play party games on, everyone brings their own. Are you starting to see what I’m getting at here?

 

Nintendo is trying to appeal to both the whole family and create a portable experience for a single member of the family. I remember unboxing the Wii for Christmas with my sisters. The Wii wasn’t a gift from my parents to me; it was a gift for the whole family. I also remember getting my 3DS for Christmas, and that gift had my name on it and my name alone. Now, imagine playing Monster Hunter on your 3DS when suddenly your sisters ask you to hand it over so they can play Just Dance. Imagine having a long, loud fight with your brother over who gets to bring the 3DS to school today because you both have friends you want to play with at lunch. Just substitute 3DS with Nintendo Switch, and you’ll understand why I think the Switch has some trouble on the horizon.

You might argue that if you’re a college student who doesn’t have your family around to steal the switch away, this shouldn’t be a problem. While that might be true, remember that Nintendo’s target demographic is and has always been the family. Unless they suddenly decide to target the hardcore demographic, which it doesn’t look like they’re planning on doing, Nintendo’s shiny new console/handheld will probably tear the family apart more than it will bring them together. When you’re moving in two directions at once, you’re bound to split in half.