What will make someone care about my idea?
Based on the article Motivation to Play
http://indacan.com/wp-content/uploads/2009/09/tychsen.pdf
The article raised some interesting aspects into the motivations involved in playing RPG formats. While the article maintained a very clear and solid research strategy that may become a blueprint for future studies, the scope of the work was quite limited. This is in reference to the top selling games in Australia in 2008 (included below, http://www.gameplayer.com.au/gp_documents/090403AussieSales.aspx).
1. Wii Fit - Wii
2. Wii Play - Wii
3. Mario Kart - Wii
4. Mario & Sonic at the Olympic Games - Wii
5. Grand Theft Auto IV - PlayStation 3
6. Grand Theft Auto IV - Xbox 360
7. Dr Kawashima's Brain Training - Nintendo DS
8. Mario & Sonic at the Olympic Games - Nintendo DS
9. Super Smash Bros. Brawl - Wii
10. Big Beach Sports – Wii
In terms of the question of making someone care about my idea, if I were to make an RPG format concept than the article would be extremely useful. However it appears that Nintendo currently has the winning formula with their user friendly Wii system. This indicates that consoles play a large role in an individual’s motivation to play. The Wii system has successfully attracted the female and, more importantly the, adult markets across the world which have in turn been showcased in their media commercials and celebrity endorsements.
The re-introduction of old rivals Mario and Sonic represents an aspect not mentioned in the reading of the sense of ‘familiarity of characters’ or in this case ‘nostalgia’. The game genres are quite basic and I assume that a study into the motivations of playing the Wii rather than a PS3 or Xbox would have some interesting results.
The final point to make is that the Wii games are not only simplistic, they also encourage friendly competition. When juxtaposed against MMORPGs, the main aspect is the physical interaction between players. The Wii provides, dare I say, a more intimate gaming environment. If you tie this together with the sense of nostalgia found in the game titles than what Nintendo has been able to do is create an arena that mimics the way in which young children interact. Recreating one’s youth momentarily (escapism) has proven to be an exceptionally sound theme in a competitive industry.
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