<p dir&equals;"ltr">It started with a quote that triggered a firestorm&period;  When asked about the development of the PlayStation 3&comma; Sony Executive Ken Kutaragi said&comma; &&num;8220&semi;&lbrack;PS3 is&rsqb; for consumers to think to themselves &&num;8216&semi;I will work more hours to buy one&&num;8217&semi;&period; We want people to feel that they want it&comma; irrespective of anything else&period;&&num;8221&semi; This quote fired the opening shots in a relationship between video game creators and consumers that would grown increasingly sour over the course of the PlayStation 3’s and Xbox 360’s lifespan&period;  Today&comma; the quote is often translated into Sony believing people would get a second job to pay for their PlayStation 3 amidst one of the worst economic periods in recent U&period;S&period; history&period;  Over the last generation&comma; the tenor of video game announcements and conversations has turned into a viscous on unforgiving circle of conversation&comma; revolving around online connectivity&comma; price points&comma; and hardware power&period;  As we start a new era of console hardware&comma; is it possible to leave these feelings behind and start fresh&quest;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 3&period;0&period;1 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">While Sony seems to have put the majority of its bad press behind it with a decent announcement in February and an applauded E3 press event&comma; Microsoft started their generation out on the wrong foot&comma; getting dogged by social media and enthusiast fans almost instantly&period;  The argument over always-online connectivity started even before the Xbox One was announced&comma; when Adam Orth tweeted a few comments that eventually led to him losing his job&period;  Orth gave a seminar recently at GDC Next in which he addressed how to deal with being the center of negative internet attention&period;  A lesson that Phil Fish would have found valuable earlier this year when he ended development of Fez 2 and abandoned social media&period;  These two events are just the most recent battles in a long standing feud between the people who play games and the people who make them&period;<&sol;p>&NewLine;<p dir&equals;"ltr">The bridge between Kutaragi and Orth is a long one that twists and turns in ways that defy architecture&period;  In 2006&comma; video games were in a much safer place&comma; more in control of their own destiny&period;  Facebook games were but a twinkle in the eye of Mark Zuckerburg&comma; iPods had yet to evolve into their cellular dominance&comma; phone gaming consisted of little more than Snake&comma; and the majority of online gaming was advertisement heavy flash games&period;  In some ways&comma; Kutaragi’s comment was not out of place&period;  People were going to pay for consoles because that was what video games were&period;  However&comma; as the mobile market has expanded&comma; as the internet has become a mobile source of entertainment&comma; video games have found themselves suddenly under siege&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Not only were there more ways to play games&comma; but the second-hand market ballooned into an extremely lucrative business&period;  While GameStop grew over the last generation&comma; they were joined by Amazon and Best Buy as second-hand retailers&period;  Instead of challenging consumers to not pay the advertised price for a console and its games&comma; publishers were looking for new ways to try and bleed more money out of players with DLC&comma; online passes&comma; pre-order bonuses and other trivial charges&period;  Publishers and developers began to cite piracy numbers and money lost to second-hand retailers as reasons to devise more avenues for income&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 3&period;0&period;1 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">Microsoft and Sony both came under fire by players for having poor outreach to their customers&period;  Sony faced a larger challenge with their online capabilities being called into question during the 24-day PlayStation Network outage in the spring of 2011&period; Microsoft built more consumer appeal with a strong independent showing during the middle years of the Xbox 360 lifespan&period;  Games like Braid&comma; Super Meat Boy&comma; and Bastion powered an impressive new movement in console-gaming&comma; one that fueled creativity and old-school mechanics&period;  However&comma; after a few deals went south&comma; developers began to turn from Microsoft&period;  Microsoft lost more momentum as first party franchises like Gears of War and Halo began to grow stale&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Further hindering the console market&comma; was the growth of Steam&period;  PC gaming had been at a low point during the release of the Xbox 360 and PlayStation 3&comma; but found resurgence as the people of Valve made Steam a service to compile and store all PC games&period;  Not only was Steam a convenient way to manage a library&comma; but it also paved new ways to sell games&period;  Steam featured lowered prices due to their digital marketplace&comma; they also boasted a summer-sale that has become a video game event&period;  Play-while-you-download&comma; an easy-to-use digital marketplace&comma; and a focus on streaming content are all user-friendly features that Sony Microsoft looked to improve heading into the next generation of hardware&period;  Both consoles began to look for new ways to keep themselves relevant&comma; offering streaming video services and other alternative uses for consumers&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Late in the console generation&comma; consumers began to demonstrate their faith in publishers was at an all-time low&period;  Announcements were met with hostile fan responses&comma; people groaned as games like Dead Space had multiplayer shoved into design&comma; Mass Effect 3 shipper with day-one DLC&comma; driving up their price&period;  Halo&comma; Call of Duty&comma; and Battlefield came with multiple map packs that would not be released until a year after the games release&comma; milking more money out of marquee franchises&period;  Games began to lose their faithful fans as they moved on to other forms of entertainment or other platforms&period;<&sol;p>&NewLine;<p dir&equals;"ltr">When Sony took the stage this February&comma; they attempted to continue a focus on a player-friendly network that spoke to the core gamer&comma; the exact consumer that they had sneered at in 2006&period; Earlier this year&comma; Microsoft changed their unpopular policies regarding the internet and used-games to try and show a consumer-friendly face after getting out-sold by Sony early in the next-generation race&period;  After a rocky eight years that pitted consumers and creators against each other&comma; Sony and Microsoft have both realigned their message to appeal to players rather than demand their allegiance&period;  What is strange about this&comma; is that consumer appeal is the very basics of any company&period;  The last eight years created a strange schism between the publishers and players&comma; console games held a firm grip over interactive entertainment as things like Facebook&comma; mobile&comma; and PC games were either suffering decline or non-existent&period;  The rising competition in platform has made console makers face a marketplace where they must fight to maintain relevance&comma; and win back the consumers they dismissed less than a decade ago&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 3&period;0&period;1 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<&sol;p>&NewLine;<div class&equals;"essb&lowbar;links essb&lowbar;counter&lowbar;modern&lowbar;right essb&lowbar;displayed&lowbar;bottom essb&lowbar;share essb&lowbar;template&lowbar;default4-retina essb&lowbar;2110264524 print-no" id&equals;"essb&lowbar;displayed&lowbar;bottom&lowbar;2110264524" data-essb-postid&equals;"47953" data-essb-position&equals;"bottom" data-essb-button-style&equals;"button" data-essb-template&equals;"default4-retina" data-essb-counter-pos&equals;"right" data-essb-url&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;47953&sol;can-consumers-creators-friends&sol;" data-essb-fullurl&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;47953&sol;can-consumers-creators-friends&sol;" data-essb-instance&equals;"2110264524"><ul class&equals;"essb&lowbar;links&lowbar;list"><li class&equals;"essb&lowbar;item essb&lowbar;link&lowbar;facebook nolightbox essb&lowbar;link&lowbar;svg&lowbar;icon"> <a href&equals;"https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F47953&percnt;2Fcan-consumers-creators-friends&percnt;2F&t&equals;Can&plus;Consumers&percnt;2C&plus;Creators&plus;Be&plus;Friends&plus;Again&percnt;3F" title&equals;"Share on Share" onclick&equals;"essb&period;window&lpar;&&num;39&semi;https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F47953&percnt;2Fcan-consumers-creators-friends&percnt;2F&t&equals;Can&plus;Consumers&percnt;2C&plus;Creators&plus;Be&plus;Friends&plus;Again&percnt;3F&&num;39&semi;&comma;&&num;39&semi;facebook&&num;39&semi;&comma;&&num;39&semi;2110264524&&num;39&semi;&rpar;&semi; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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