Hypercritical 2024年07月17日
Next Generation
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随着Xbox One的发布,加入了已发布的Wii U和此前宣布的PlayStation 4,我们终于可以了解下一代游戏主机将是什么样子。这曾经是一个简单的商业模式,虽然竞争激烈,但所有玩家都在争夺同一个奖项。每隔几年,我们就会迎来一批新的游戏主机,每一款都声称自己是功能最强大、游戏最好的。七年前,在索尼连续两代主机销量领先的情况下,任天堂打破了这种模式,转而追求一个新的市场:那些对传统游戏主机不感兴趣或感到害怕的人。

😊 **Wii U:失败的Wii续作** Wii U是一款功能远不如Xbox One和PlayStation 4的游戏主机,它试图通过使用平板电脑式的控制器来提供非传统的跨屏游戏体验。虽然其竞争对手的价格尚未公布,但Wii U有可能成为这一代主机中最便宜的。这看起来很像Wii的翻版,但这次有所不同。Wii U的GamePad控制器比熟悉的Wii遥控器更令非游戏玩家望而生畏。Wii的配件(和游戏)也可以在Wii U上使用,这很好,但GamePad是新系统面向消费者的界面。对于那些被GamePad吓到的前Wii用户来说,Wii硬件和软件的兼容性只会让他们更加怀疑新系统除了Wii之外还能提供什么。虽然Wii U扩展了Wii的非游戏功能,但其电视集成感觉很敷衍,到目前为止还没有给人留下深刻的印象。 最终结果是,Wii U在2012年假日季的销量惨淡。任天堂据传正在考虑允许智能手机应用程序在Wii U上运行,这似乎是绝望之举。 由于Wii遥控器的趣味性和易用性,以及《Wii Sports》等发售游戏的普遍吸引力,Wii的销量非常高,以至于第三方开发者无法忽视它。他们勤勤恳恳地降低了他们最受欢迎游戏的特性和图形质量,以便它们能够在Wii上运行。这些游戏通常都很糟糕,但至少它们存在,让Wii的游戏库与市场上的其他游戏库“保持一致”。 与Wii一样,Wii U的功能不足以运行与竞争对手相同的游戏。与Wii不同的是,Wii U的销量不足以激励开发者移植新的游戏。这使得Wii U只有任天堂的授权游戏(其中许多游戏尚未发布),少数来自第三方开发者的Wii U独占游戏,以及一些任天堂新硬件终于能够运行的前几代游戏。 现在说这场比赛的结果还为时过早,但Wii U看起来确实遇到了麻烦。可能是任天堂造错了机器。在很大程度上,Wii的成功是尽管其硬件功能不足,而不是因为其硬件功能不足。选择生产另一款具有前几代功能的“下一代”主机,将任天堂孤立了。 新的跨平台游戏可以轻松地同时针对Xbox One、PlayStation 4和PC。Wii U甚至没有参与竞争——除非它的销量如此之高,以至于一个简陋的移植版本是合理的。对于围绕Wii U独特功能构建的独占游戏也是如此。没有第三方开发者愿意投资于一款只能在一个安装量很小的平台上销售的游戏。 我拥有一台Wii U,我确信它确实提供了一些其他平台上没有的全新有趣的游戏体验。我也是任天堂一些热门游戏系列的忠实粉丝。但我不是那种在上一代主机中将Wii推向领先地位的消费者。我愿意为在拥有PlayStation 4功能的平台上玩《塞尔达传说》游戏支付两倍于Wii U的价格。Wii U不是为我设计的。无论它为哪种类型的消费者设计,他们似乎并不多。

😊 **PlayStation 4:回归游戏本质** 索尼是夸大硬件宣传的王者,他们以著名的承诺而闻名,即PS2的情感引擎和PS3的Cell处理器将永远改变计算的面貌。也许他们做到了,但只是微不足道。但他们的力量是出了名的难以释放。他们成为了游戏界的一个古老中国谚语的代表:“愿你为有趣的硬件开发”。 几十年来,硬件的怪异一直是游戏主机开发的一部分。硬件越怪异,游戏引擎的直接实现就越有可能遇到瓶颈。开发者的抱怨很熟悉。“如果CPU和主内存之间有更多带宽就好了。”“如果我只有多 10% 的内存就好了。”“如果这台主机有一个功能更强大的可编程 GPU,而不是一个镶嵌着定制 SIMD 处理器的环形总线,每个处理器都有自己的微型本地存储就好了。” PlayStation 4旨在为其父辈和祖辈的罪过赎罪——而且还要更多。与它的前辈不同,它是与游戏开发者紧密合作设计的。在设计过程中,新的PS4架构修订版被提交给开发者,并提出一个挑战:找到瓶颈。系统的各个方面都经过了类似的考验,从控制器的触发器形状和行程到陀螺仪的精度。 所有游戏主机都会经历某种形式的这种过程,但PlayStation 4是由它定义的。PS2和PS3的傲慢在PS4中无处可寻。这是一个新近谦卑和重新奉献的索尼的产物。 索尼重新奉献的东西就是游戏,简单明了。索尼是第一个真正推动游戏系统不仅仅是玩游戏的想法的主机制造商,但现在它正在回归自己的根源。 PlayStation 4正是硬核玩家在最初的PlayStation统治时期被告知产品名称时可能会想到的东西。它拥有更多的一切,绝大多数资源都致力于成为开发和玩游戏的最佳系统。在这一代主机中,这实际上是一个激进的想法。

😊 **Xbox One:全方位娱乐中心** 这场主机大战的最后一位参赛者是野心最大的。微软不再满足于走任天堂、世嘉和索尼开辟的旧路,它终于要进军整个客厅了。 看一看盒子背面——一个看起来像未来派录像机的盒子——你会发现这种野心的硬件体现:一个HDMI输入。任何不来自Xbox One的娱乐形式都欢迎至少通过它,由它来调节和控制。它就在名字里:一个盒子统治所有。 Xbox One的发布会毫不掩饰地专注于游戏以外的一切。微软承诺在E3上提供更多内容,依靠它在过去十年中赢得的游戏玩家的巨大好感,以消除人们对One游戏实力的任何焦虑。 事实上,乍一看,核心硬件架构看起来几乎与PS4相同。但仔细一看就会发现,这是一个为适应更广泛的家庭娱乐愿景而设计的系统。 PS4使用高速GDDR5内存,而Xbox One选择使用速度较慢但功耗也较低的DDR3内存。在Xbox中,这块内存由两个同时运行的独立操作系统共享:一个用于游戏,另一个用于其他所有内容。 这些硬件特性表达了两种截然不同的使用模式。PS4希望在使用时打开,然后在使用后关闭,进入超低功耗模式,在此期间一个微型辅助处理器处理诸如下载游戏内容和应用软件更新等家务事。 Xbox One配备了HDMI输入和非游戏相关操作系统和应用程序,预计在电视机打开时始终处于完全供电状态。因此,微软将重点放在空闲功耗上——即使是以牺牲游戏性能为代价。 为了减轻这种劣势,Xbox One在SoC上包含了32MB的低延迟嵌入式SRAM。这是一种常见的技术,

Now that the Xbox One has been revealed, joining the already-released Wii U and the previously announced PlayStation 4, we can finally get a sense of what the next generation of game consoles will look like.

This used to be a simple business. Cutthroat and fiercely competitive, yes, but at least all the players were racing for the same prize. Every handful of years, we’d get a new crop of consoles, each claiming to be the most powerful and to have the best games.

Seven years ago, after being outsold by Sony in the two previous console generations, Nintendo broke from the pack and went after a new market: people who were not interested in—or were too intimidated by—traditional game consoles.

The Wii was startlingly less powerful than the other consoles in its generation. This helped make it the least expensive and the smallest, which only increased its appeal to non-gamers. The coup de grâce was the Wii’s novel control scheme, which let your dad, who couldn’t get past World 1-1 back in the 80s, make an improbable transformation into a hardcore gamer…of a sort.

And if the idea of “winning” a console generation with laughably underpowered hardware wasn’t enough, the Wii and its contemporaries also put an end to the idea of a game console that just plays games. Just a few years after launch, all of the consoles—even the dainty, standard-definition Wii—supported some kind of social networking, photo viewing, and one or more video streaming services.

Arguably, this movement started to gain momentum with the original PlayStation’s ability to play music CDs, and continued with the PlayStation 2’s secondary role as a DVD player. But the Wii, PS3, and Xbox 360 definitively moved the entire product category beyond gaming. In fact, the PlayStation 3 ended up as the most popular way to view Netflix on a TV.

This was all a natural consequence of the decreased cost of storage and computation combined with the ubiquity of wireless networking. It was inevitable that any TV-connected box would eventually support these features. But it also means the Xbox One, PlayStation 4, and Wii U lack the clarity of purpose enjoyed by the previous generations of game consoles. Here’s how things look to me at the dawn of the next generation.

Wii U

Stop me if you’ve heard this one before. The Wii U is dramatically less powerful than the Xbox One and PlayStation 4. In place of hardware power, Nintendo is offering an unconventional multi-screen gaming experience using a tablet-style controller. Although pricing has not been announced for its competitors, there’s a reasonable chance the Wii U will end up being the least expensive console in this generation.

It sure looks like the Wii formula all over again, but there’s a difference this time. The Wii U’s GamePad controller is significantly more intimidating to non-gamers than the familiar-looking Wii remote. Wii accessories (and games) also work with the Wii U, which is nice, but the GamePad is the face of the new system to consumers. For former Wii buyers who are intimidated by the GamePad, Wii hardware and software compatibility may only make them further question what the new system really offers beyond the Wii. And though the Wii U expands on the Wii’s non-gaming features, its TV integration feels half-hearted and has thus far failed to impress.

The end result has been dismal Wii U sales coming out of the 2012 holiday season. Nintendo’s rumored consideration of allowing smartphone apps to run on the Wii U seems uncharacteristically desperate.

Thanks to the novelty and accessibility of the Wii remote and the universal appeal of launch titles like Wii Sports, the Wii sold in such huge numbers that third-party developers couldn’t afford to ignore it. They dutifully cut down the features and graphics quality of their most popular games to get them to run on the Wii. These games were often terrible, but at least they existed, giving the Wii’s game library “checkbox parity” with the rest of the market.

Like the Wii, the Wii U is not powerful enough to run the same games as its competitors. Unlike the Wii, the Wii U’s sales numbers aren’t high enough to motivate cut-down ports of new games. That leaves the Wii U with Nintendo’s franchise titles (many of which are not yet available), a scant few Wii U exclusives from third-party developers, and several ports of previous-generation games that Nintendo’s new hardware is finally able to run.

It’s still too early to call this race, but the Wii U certainly looks like it’s in trouble. It may be that Nintendo has just built the wrong machine. For the most part, the Wii succeeded despite its underpowered hardware, not because of it. Choosing to produce another “next-generation” console with previous-generation power isolates Nintendo.

New multi-platform titles can easily target the Xbox One, the PlayStation 4, and the PC simultaneously. The Wii U isn’t even in the running—unless it sells so well that a hobbled port is justified. The same goes for exclusives built around the Wii U’s unique features. No third-party developer wants to invest in a game that can only ever be sold on a single platform with a tiny installed base.

I own a Wii U, and I’m convinced that it really does offer new, fun gaming experiences not available on any other platform. I’m also a diehard fan of several of Nintendo’s popular franchises. But I’m not the kind of customer that carried the Wii to head of the class in the previous generation. I’m the kind that would gladly pay twice the price of a Wii U for the ability to play a Zelda game on a console with the power of the PlayStation 4. The Wii U is not built for me. Whatever kind of customer it is built for, there sure don’t seem to be many of them.

PlayStation 4

Sony is the reigning king of overblown hardware hype, famously promising that the PS2’s emotion engine and the PS3’s Cell processor would change the face of computing forever. And maybe they did, in a tiny way. But their power was notoriously difficult to unlock. They became the standard-bearers for the gaming version of the ancient Chinese proverb: “May you develop for interesting hardware.”

Hardware eccentricity has been part and parcel of console development for decades. And the weirder the hardware, the more likely it is that a straightforward implementation of a game engine will run up against bottlenecks. The developer laments are familiar. “If only there were more bandwidth between the CPU and main memory.” “If only I had just 10% more RAM.” “If only this console had a much more powerful programmable GPU instead of a ring bus studded with custom SIMD processors, each with its own tiny local storage.”

The PlayStation 4 aims to repent for the sins of both its father and grandfather—and then some. Unlike its predecessors, it was designed in close cooperation with game developers. During the design process, new revisions of the PS4 architecture were presented to developers along with a challenge: find the bottleneck. Every aspect of the system was put through a similar gauntlet, from the shape and travel of the controller triggers to the accuracy of the gyroscopes.

All game consoles go through some version of this process, but the PlayStation 4 is defined by it. The hubris of the PS2 and PS3 is nowhere to be found in the PS4. This is a product of a newly humbled and rededicated Sony.

And the thing that Sony is rededicated to is gaming, plain and simple. Sony was the first console maker to really push the idea of a gaming system that does much more than just play games, but now it’s returning to its roots.

The PlayStation 4 is exactly the sort of thing that a hardcore gamer might have envisioned if presented with the product name back in the days when the original PlayStation reigned supreme. It’s got more of everything, and the vast majority of its resources are bent towards being the best system for developing and playing games. In this generation of consoles, that’s actually a radical notion.

Xbox One

The final entrant in this round of the console wars is the most ambitious. No longer content to walk the old paths blazed by Nintendo, Sega, and Sony, Microsoft is finally making its play for the entire living room.

Take a peek at the back of the box—a box that looks for all the world like a futuristic VCR—and you’ll find the hardware incarnation of this ambition: an HDMI input. Any form of entertainment that does not spring from the Xbox One is invited to at least flow through it, to be mediated and controlled by it. It’s all right there in the name: One box to rule them all.

The Xbox One announcement was unabashedly focused on everything but games. Microsoft promised more at E3, relying on the substantial goodwill it’s earned with gamers over the past decade to stave off any anxiety about the One’s gaming bona fides.

Indeed, at first glance, the core hardware architecture looks nearly identical to the PS4. But a closer look reveals a system designed to accommodate a much broader vision of home entertainment.

Where the PS4 uses high-speed GDDR5 RAM, the Xbox One opts for slower—but also less power-hungry—DDR3. And in the Xbox, that RAM is shared between two separate operating systems running simultaneously: one for games, and one for everything else.

These hardware features express two very different usage models. The PS4 expects to be turned on when in use, then turned “off” afterwards, entering a super-low-power mode during which a tiny auxiliary processor handles housecleaning chores like downloading game content and applying software updates.

The Xbox One, with its HDMI input and non-game-related OS and apps, expects to be fully powered whenever the television is on. Thus, Microsoft’s focus on idle power consumption—even at the cost of gaming performance.

To mitigate this disadvantage, the Xbox One includes 32MB of low-latency embedded SRAM right on the SoC. This is a common technique, but it leads to increased complexity. Game developers must now take care to ensure that the right data is in the tiny local eSRAM pool exactly when it’s needed. A single pool of uniformly fast memory (albeit with higher latency), as in the PS4, is a much simpler arrangement. Different priorities, different trade-offs.

(The eSRAM also consumes die space, which, along with power consumption and cost, may have contributed to Microsoft's decision to give the Xbox One 33% fewer GPU cores than the PS4.)

Then there’s the Xbox One’s companion hardware, the next iteration of Microsoft’s Kinect motion control system. The first version of this technology, released as an add-on for the Xbox 360, was the proverbial dancing bear: it didn’t work well, but it was amazing that it worked at all.

The new incarnation comes bundled with every Xbox One, and it dances like a furry Fred Astaire. It surpasses its predecessor by many multiples in every specification: resolution, depth perception, motion tracking, latency, noise cancellation, local computation. This technology is no joke.

But does it make games more fun? Or, failing that, is it a better way to control a television than a remote control? Microsoft is betting a lot, in terms of both hardware cost and software support, that the new Kinect will be an essential component of at least one of these activities in a way that the first Kinect was not.

When I’m feeling optimistic about the Kinect, I think back to the many generations of terrible touch-screen devices that preceded the iPhone. The history of touch-based interfaces on consumer electronics wasn’t a gradual ramp up to acceptable quality. The iPhone wasn’t just the next iteration; it was a discontinuity. Once the technology passed some critical threshold of responsiveness and reliability, it went from a nerdy curiosity to completely mainstream in the blink of an eye.

I don’t know where that threshold is for multi-sensor full-body motion control and voice recognition, but I do believe it’s out there. Microsoft does too. Of course, that belief will be of little consolation to Xbox One owners if the “iPhone moment” is still many years in the future.

Forward-Looking Statements

Last generation, Nintendo did something crazy—and it worked. This generation, everyone is taking big risks.

Nintendo tried to play the same hand that it won with in the last round, but now finds itself stranded with previous-generation hardware in a next-generation market. Like Apple in the 90s, Nintendo is a sentimental favorite. But it took more than just the iMac and the iPod to transform Apple. The Wii U still has the potential to be an excellent platform for Nintendo’s beloved first-party games, and a low-cost alternative to the PS4 and Xbox One. Nintendo should milk it for all it’s worth, and get busy on the next great thing.

Sony is betting that the market for game consoles made by and for hardcore gamers has not yet peaked. If it’s right, Sony is well-positioned to dominate this generation. If it’s wrong, the PS4 could be Sony’s Spruce Goose: the ne plus ultra of game consoles, remembered in equal parts as a technical marvel and a cautionary tale.

Finally, there’s Microsoft, offering us a brief glimpse of the boundless hunger that once defined the company. But as Microsoft knows all too well, the living room is littered with the bones of past suitors.

I applaud the technical prowess of the Xbox One’s software, particularly the focus on responsiveness. The demonstrated performance when switching between live TV, gaming, and other apps puts all previous efforts at “smart” TV interfaces to shame.

That said, I seriously question the public’s appetite for displaying any additional content alongside a TV show or movie. The “second screen” experience is already well established, and it happens with a device that’s in your hand or on your lap. Grabbing one third of a large, communal TV screen to look up an actor on IMDB isn’t just unappealing and cumbersome, it’s downright rude.

There are other contexts where the Xbox One’s unique abilities might shine: jumping in and out of a game to check a sports score, for example, or quickly hitting the web to watch an extended version of an interview after finishing an episode of The Daily Show. Yes, I can see that.

But will it be enough to crown the Xbox One the king of the living room? As with all TV-connected devices, content is the key. The Xbox One has games, live TV, and video streaming services covered, but it appears to lack any form of time-shifting functionality. Given how much popular content remains locked up in broadcast and cable TV packages, there’s no way any box without DVR-like functionality can ever be the One True Interface to “watching television.”

Luckily for all three companies, things change quickly in this industry. If a critical mass of programming becomes available on streaming services a few years down the road, the Xbox One could finally fulfill its destiny.

On the other hand, Microsoft’s new focus could be a giant turn-off to gamers who were expecting an “Xbox 720,” not a Kinect-powered “media center.” However brief and anecdotal it may be, a Wii U sales spike accompanying the Xbox One announcement has to have Microsoft at least a bit worried. If the gamers who bought the Xbox 360 don’t show up in the expected numbers to buy the Xbox One, I have a hard time believing this monstrous, sensor-festooned device will pull a Wii and capture the imaginations—and dollars—of non-gamers on a grand scale.

No matter what happens, I don't envision a future where the market is evenly divided between these three very different products. Game on.


If you’d like to hear an expanded audio discussion of these topics, including my take on the TV-related efforts of Apple and Google, check out episode 3 of the Ad Hoc podcast with Guy English and Rene Ritchie.

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