This Bitmob article is a reassuring (if brief) read, but the author’s focus doesn’t really extend beyond two games that have already gobbled up their fair share of good press, regardless of genre. The title of that article wishes to discuss how the Wii fomented a revival of traditionalist game design among the mainstream, a wish this blog post would be more than happy to oblige.
“You see my contact down there? Can’t miss it, looks like a plate.”
Except that after this paragraph, the Wii will not be part of the discussion – hope you don’t mind. Not for nothing, the Wii has been instrumental in bringing the platformer back into the mainstream periphery. Per capita, the higher-def consoles don’t seem to boast a comparable amount of shelf titles that put classic design on display, opting instead to keep that Funny, Oddly-Dressed Old Uncle of video game genres sequestered in the nursing homes that are XBLA and PSN. That’s great for the nostalgia buffs who are used to traversing the road less traveled. However, unless you’re prone to demo binges (which is, admittedly, a reality that too many of us have to contend with occasionally,) stuff like Arkedo’s Pixel series might as well be persona non grata in digital distribution. On the Wii, smaller studios can not only take a chance on smaller-budget titles with fundamentalist design – thinking of A Boy and His Blob or Klonoa, here – because there’s little chance of overspending on meeting the expected high-res visual milestones. Therefore, there’s a balance in production flow between building upon play concepts and asset creation as a result of the minimalized risk. An added bonus is that some of these studios take chances with established licenses, which helps to decrease the market for uninspired shovelware. The icing is that these games are granted increased exposure, sharing shelf space with the likes of your banner “Gears of Halo Duty” AAA guff when finished.
Fuck the 22nd letter of the alphabet.
But for all the momentum that the Wii has given to a genre formerly abused to move licensed IP or to make quick cash for middleware studios, you gotta wonder how much of that inertia was siphoned from the Indie PC gaming scene. The PC has always been a fertile proving ground for startups that knew their code; for those that didn’t, the price of admission was Flash. Since then, free applications like GameMaker and IDEs like XNA have made the science much broader and more inviting to the uninitiated, requiring only that you have an idea good enough to commit to. The hypothesis here is that creative freedom pays in dividends, and the proliferation of Flash games and increasing awareness of the independent development culture seems to prove it. Nintendo simply saw a cost-effective development culture on the rise and decided to take advantage. Need I get started on mobile phone SDKs being freely distributed like Tootsie Rolls at a pedophile picnic?
All the while, it’s the classic “jump-on-this-grab-at-that” foundation that many of these smaller projects embrace, thanks to technological displacement and nostalgic trends. We get good, cheap gaming experiences (sometimes at the cost of convenience) but it’s a trend enjoyed by both the hardcores and the mainstream alike. And who wouldn’t want to jump on that?

