Console Companies Wage Gaming Wars Coke vs. Pepsi. Backstreet Boys vs. ’NSyric. Boxers vs. briefs. And now, Sony vs. Nintendo vs. Microsoft. In a video game industry that has experienced a rush of popularity and an explosion of profits in recent years, these three companies are fighting a war of business deals and bottom lines. Sony’s Playstation 2, Nintendo’s Game Cube and Microsoft’s Xbox have been duking it out for consumer dollars. The greatest success story for Xbox so far has been “Halo,” a smash-hit first-person shooter with a man-versus-alien sto ryline. Nintendo’s “Super Mario Sunshine” is the latest vehicle for the beloved Italian plumber. Sony’s system has seen many first-class games come its way “Gran Turismo 3 A-Spec,” “Final Fantasy X” and “Grand Theft Auto 3” have brought favorable reviews and huge sales. Games are like bombs in this indus try - the really good ones can sell hardware for one company while cut ting into the sales of the other two. At times, the console wars have proved to be especially costly for the participants. Sega, whose Genesis console bat tled the Super Nintendo Entertainment System for top dollar in the early 19905, recently gave up the console fight and switched its focus to making games. The Sega Dreamcast had been eclipsed by the next-generation systems of Sony, Nintendo and Microsoft. ■ “They were leaking money like a 1 sieve,” said David Smith, PSX/PS2 j editor for IGN.com. “Over the life i of the Dreamcast, Sega repeatedly 8 required massive cash infusions from its parent company to stay in business. “Microsoft is in the same position, in a way, but the difference there is that Microsoft can blow all the money it wants on a long-term gamble.” , With the Xbox, Bill Gates and m company have shot for the moon " on their first try. The system’s hard ware is more capable than that of the j Playstation 2 and the Game Cube. | But in this war, allied support is just as effective as the power of a company’s weaponry. At this point, Sony has the largest game library and the success of its first Playstation to help the PS2. “This generation has shown, more than anything else, the power of an established brand as opposed to an immediate advertising campaign,” Smith said. “People seem to have bought the Playstation 2 almost out of reflex. That was the brand they trusted.” Sony got a head start on the Nintendo 64 with the first Playstation and managed to take control of the market with a wealth of good games. Nintendo, previously the industry’s giant, saw its power diminish as the Nintendo 64 struggled to compete. Nintendo, the home of the Mario and Zelda franchises, may have lost some of its luster, but the company still has plenty of fight left in it. “(Nintendo) still makes a tremen dous amount of money by selling these games that are made in-house,” said Ben Silverman, editor in chief of game-revolution.com. Anew aspect of video games - how well they play online - also could be a strong factor in their mon etary performances. Each of the three consoles has the ability to connect gamers from all parts of the world. Microsoft has been the most ambi tious in its online aspirations, drawing from its experience in the market of per sonal computers. The company’s sub scription-based Xbox Live online ser vice allows Microsoft to operate each game’s network. Sony and Nintendo have been quieter on the online front. Consoles Compared Get to know the world's three biggest gaming systems. $1 Nintendo Game Cube Price: $149.99 Processor speed: 485 MHz Polygon speed: 12 million per second Game medium: Proprietary 1.5-GB optical disc Online: 56.6 K modem and broadband adapter (both for $34.95) 4> Playstation 2 Price: $199.99 Processor speed: 300 MHz Polygon speed: 70 million per second Game medium: Proprietary 4.7-GB DVD Online: Network adapter ($39.99) comes with all necessary software, hardware. Requires phone line/ broadband connection. Xbox Price: $199.99 Processor speed: 733 MHz Polygon speed: 125 million per second Game medium: Proprietary 4.7-GB DVD Online: Xbox Live, a universal subscription online service available for $49.95/year. (The Xbox includes a built-in Ethernet port, but a separate broadband connection is required.) They have both released network adapters to little fanfare, and both have given developers the bulk of control over online games. Asa result, third-party corporations that devote themselves to making noteworthy titles are looking at each system’s online setup. But most of them aren’t limiting their efforts to a single console. “The companies have learned over the years that if you put all your eggs in one basket, you can really hurt yourself that way,” Silverman said. Regardless of whether more third-party companies are becoming “platform-agnostic,” as Silverman put it, one of the major players clearly has come out on top. “The PS2 has a comfortably insurmountable lead,” Smith said. “In any of the three major territories and worldwide, it has Nintendo and Microsoft each beat by three to five times, depending on which figures you look at.” Playstation 2 is the king - for now. But new blockbuster titles and the growing online realm will open up new battle fields in this competition. With so much money and market power at stake, no one’s going to surrender any time soon. The Arts & Entertainment Editor can be reached at artsdesk@unc.edu. I GAME I I OVER, I Hollywood By Elliott Dube Assistant Arts & Entertainment Editor LO\ IMAGE COURTESY OF NINTENDO Samus Aran (above) is the star of Nintendo's upcoming "Metroid Prime" for the Game Cube. Link (below) has been battling the evil Ganon since the first Nintendo Entertainment System. ■ M Games, Technology Growing Up With Original Players From Atari’s original “Pong” game to the elaborate graphics and special effects of I “Final Fantasy X,” the video game industry has come a long way. The simple schematic of games such as Nintendo’s original “Super Mario Bros.” has become a distant memory, eclipsed by elab orate characters and storylines. “Ten years ago, it could be argued that video gaming was still the arena of hobbyists and children," said Steve Perkins, senior product manager with Electronic Arts. “Video games systems were viewed much as toys. ... Today the hardware is much more The Mario Evolution The world's greatest Italian plumber has gotten his share of facelifts over the years. IMAGES COURTESY OF NINTENDO Thursday, November 14, 2002 j Video Games Conquer I Film Industry in Sales For the Ist Time J JS JS ove over, Rocky. Step aside, 007. Take a / f/l seat, Skywalker. Your time has passed. If I Following the newest wave of video game consoles - Sony Playstation 2, Microsoft fc Xbox and Nintendo Game Cube ■ - video-game sales, which include both console and soft- P! ware sales, have skyrocketed. Riding a43 J. percent increase over 2000, grosses for the computer and video-game industry totaled $9.4 billion, according to a report by mar ket research group NPD. Compare that to the $8.41 billion garnered in box office sales in 2001 (according to a report by the Motion Picture Association of America) and one thing becomes clear - video games aren’t just for kids. “We now see that all kinds of people of all ages are playing -and obviously buying - video games,” said Beth Llewelyn, director of public relations for Nintendo of America. “We predict that, in total, video games could possi bly be greater than a $lO billion industry this year.” And if past trends have been any indication, it will be much more than that. Market analysts, such as the Interactive Digital Software Association, predicted that sales would slump last year due to the crumbling market and decreased spending in entertainment fields fol lowing the events of Sept. 11. Instead, the market surged, showing record growth and sales not only in consoles -with the release of the new system -but also in soft ware sales. According to IDSA, Americans pur chased 225.1 million units of computer and video games last year. The huge gain of the industry in the past few years, Llewelyn said, is a reflection of the appeal of video games and their qualities of lasting entertainment. sophisticated and video games are no longer viewed as toys but as entertainment systems.” EA Sports’ most popular games are prime examples of this advancement. Though “Madden By Michelle Jarboe Staff Writer NFL” was EA’s leading game 10 years ago, Perkins said it was far from realistic. “Today it’s like watching a sports game on. TV, like the actual event’s happening,” he said. “You’ve taken a lot more of the sport and brought it into the video game, which you haven’t been able to do before.” Multiple camera angles, players whose faces are modeled after those of the actual athletes and even customization of play take 1985: 'Super Mario Bros.'for the Nintendo Entertainment System. Page 5 “Video games are just a lot more M I. 1 fun. At the movies you pay $7 or more to sit for an hour and a half nHB and watch someone else’s story,” she said. “But with video games you get to have adventures of your own. Jv By Nick Parker Arts & Entertainment Editor “You really just get a better value and more entertainment for your money.” i And with newly released games’ prices * ranging from $3O to $55 - depending on producer and console - the industry has no trouble funding its game creation. But more money does not make for i better games, Llewelyn said. t “Some of the best quality and highest- ■ selling games that we currently have on ■ the market are not even visually B impressive, much less groundbreak- I ing,” she said. “The Pokemon games H are a great example of how you do not HI have to throw a lot of money at a Bp game to make it great or to have it sell Mkf great. MM “It might look pretty and might CH sell a lot the day it launches, but .: games that just aren’t fun won’t have any classic appeal - word spreads.” And with greater credibility due to , greater competition and market exposure, video-game makers have to keep things I interesting. I “You can’t just put a character in a 3-D M world with a gun anymore; things are J|| just getting too competitive” Llewelyn MM said. “We just have to keep video games exciting.” jJR The Arts & Entertainment Editor can be reached at artsdesk@unc.edu. r sports games leaps and bounds from their two-dimensional, childish predecessors. An older, more expectant gaming audi ence is now the hot target for the video game industry, which is moving in the direction of more elaborate, often more mature, games. “The audiences have matured, and their tastes have matured,” said Beth Llewelyn, director of public relations for Nintendo of America. “They want something that is more engaging, with a harder edge.” It seems the gaming industry has jumped to cater to this desire among gamers. Playstation’s popular “Final Fantasy” fran chise, made by Square Soft, is directed at 1990: 'Super Mario Bros. 3’ for the Nintendo Entertainment System. ■ A Long and Lonely Walk A rapper turned actor trying to become a rapper, Eminem, plays a familiar role in the first blockbuster to properly portray the hip-hop under- JBIk ground, "8 Mile." ...page 7J HI mmm 'PIJSk ftfSt jgM fIMT §f\ 9 Squaresoft's "Final Fantasy X," starring ■j Tidus (above), has ML ■ been a blockbuster 9* K m title for Sony's “Tmj Playstation 2. INtoL) W IMAGE COURTESY OF SQUARES!)FT teens. “BMX XXX,” an upcoming and con troversial release from Acclaim, has been classified as mature, for users 17 and older. Hugo Reyes, public relations manager for Namco, said the more mature leanings are nat ural, considering the aging gaming audience. “Nowadays, more successful games are those that are being rated mature,” he said. “Basically, from what I understand, the aver age age of the gamer is between 18 and 24, or it could be even older than that. The people who grew up playing the original arcade games are in their 20s and 30s now.” See GENERATIONS., Page 7 % 1991: 'Super Mario World' for the Super Nintendo Entertainment System. I 1996: ’Super Mario 64' for the Nintendo 64. 2002: 'Super Mario Sunshine' for the Nintendo Game Cube.