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    Learning from Mistakes: Reflecting on Events from 10 Years Ago This Month

    The games industry moves quickly, often focusing on what’s next without much consideration for what came before. However, there is value in reflecting on the past to learn from it. In this monthly feature, GamesIndustry.biz takes a look back at the gaming happenings from exactly a decade ago.


    One recurring theme in this column is the tendency of big companies and renowned developers to make ill-advised statements and bets. Sometimes, it’s due to incompetence, while other times even knowledgeable individuals can be wrong about various things. October of 2013 provided numerous examples of both types, which will be explored in this article.

    The Power of the Cloud


    Let’s begin with the console war between Microsoft and Sony as they ramped up the launch of their new consoles, the Xbox One and PlayStation 4. Both companies highlighted what they believed set their consoles apart, and for Microsoft, it was the power of the cloud.


    Microsoft’s Xbox Live Compute and cloud computing capabilities were promoted by Xbox Live lead program manager John Bruno. The idea was that remote Microsoft servers would handle some of the CPU-intensive tasks, allowing the user’s console to deliver a more powerful performance. Bruno stated, “We do expect higher fidelity games over time… the cloud will be better from a pure computing point of view.”


    An example of the power of the cloud was demonstrated with Forza Motorsport 5, which utilized cloud-based machine learning to improve AI racer profiles. However, it wasn’t a convincing example of cloud computing significantly changing gaming experiences. Meanwhile, the promised higher-fidelity experiences would take several years to materialize.

    The power of the cloud in Crackdown 3’s multiplayer mode


    Despite efforts by companies such as Google and Ubisoft, cloud gaming remained elusive. For example, Google shut down its first-party Stadia studio shortly after establishing it. Ubisoft’s Scalar power of the cloud initiative, announced in 2020, failed to provide concrete details on how it would enhance the gaming experience. The power of the cloud, once touted as a selling point for the Xbox One, turned out to be a broken promise.

    Wait Just a Second-Screen

    A woman is sitting on a couch surrounded by Sony imagery with the words 'GAME ON' in neon. It's unclear what is happening.
    Sony’s second-screen tech attempting to address the lack of stimulation


    Sony, not wanting to be left out, decided to embrace the “second screen” concept after observing Nintendo and Microsoft’s use of it. Sony introduced the PlayStation app, which served as a companion to the PS4 and provided second-screen gaming capabilities. However, second-screen gaming failed to make a significant impact and was largely overshadowed by the success of traditional gaming experiences.

    A Potpourri of Poor Predictions


    Other predictions in October 2013 also failed to come to fruition. Cliff Bleszinski, a former Epic Games designer, believed that the Steam Box and Oculus Rift would define the next generation of gaming. However, Steam Boxes struggled to gain traction in the market, and while VR remains a niche, it has not revolutionized gaming as anticipated.


    Mad Catz’s entry into the Android microconsole market with the M.O.J.O. was also a poor bet. The console concept did not pan out, and the company faced financial difficulties. Additionally, research firm Superdata’s prediction that consoles would lead the industry to a crash due to hardware saturation proved to be unfounded.


    Quantic Dream made several questionable decisions, including incorporating a debug camera mode in Beyond: Two Souls that exposed a completely nude model based on a celebrity’s likeness. The studio’s subsequent plagiarism of another studio’s response to workplace allegations further damaged its reputation.

    Good Call, Bad Call

    GOOD CALL: Frank Gibeau, head of mobile development at EA, made a wise move by criticizing Zynga’s mobile business model, highlighting that Zynga’s focus on Facebook limited its success. Gibeau’s insight was proven correct when Zynga faced significant challenges in the following years.

    GOOD CALL: Former IGDA head Jason Della Rocca advised developers to avoid seeking external funding if possible and emphasized the benefits of bootstrapping. This approach has been validated by the recent restructurings and layoffs in the industry that have affected companies reliant on external funding.

    BAD CALL: Zynga CEO Mark Pincus expressed his boredom with all games, even including Zynga’s own titles. His comment disregarded the potential harm associated with compulsive gaming and ignored the responsibility of game developers to create engaging experiences without becoming addictive.

    BAD CALL: Wargaming CEO Victor Kislyi’s description of his company as “drug dealers of experiences” was tasteless and unethical. It downplayed the negative consequences of addiction and highlighted a troubling mindset within the industry.

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