Nintendo & Neal Stephenson’s Diamond Age?

Posted by dkidwell on December 10th, 2005 — Posted in Nintendo DS, Nintendogs, daughters, interface design, reading, technology

I just read an older post on Engadet theorizing about a Nintendo Communication Revolution: Nintendo DS wireless hub trick up its sleeve? – Engadget – www.engadget.com

The notion in a nutshell – the Nintendo DS has 802.11b wireless, but what if it acted as both a device and a hub? Allowing you to lilypad DS systems – creating organic gaming network? All wifi geek obstacles aside, I loved this idea for one reason…

What if you wanted to do something really visionary…

What if you…

  • created a system that appealled to little girls and young women in a way that no other system had, just through it’s form factor.
    [Nintendo DS doesn't simply have 2 screens - it has a whole new interaction dynamic.]
  • launched a killer app that was ‘best of breed’ (forgive the pun’ of all the artificial companion, virtual pet apps. [Nintendogs is selling out in the UK and you can't buy the Best Friends Bundles in retail stores in the US.]
  • bundled the app and device into hot Christmas sellers right before parents are most likely to shell out the ~$150 price point.

Suddenly you have a high density of some of the most agile communicators on the planet. A substrate for something particularly fantastic. A entrance point to a highly lucrative and as yet, virutally untapped market.

Maybe the DS isn’t Nintendo’s trojan horse into a brave new world of girl gamers. But man…what if it was?

BTW, if this post was at all interesting and you haven’t read , “Diamond Age” by Neal Stephenson, maybe you should.

Review of Nintendogs from a design perspective

Posted by dkidwell on November 26th, 2005 — Posted in Christmas, Nintendogs, reviews, technology

Found this today on my hunt for info on Nintendogs. Had a surly experience with a very aggressive shopper at Gamestop while trying to get a Nintendogs bundle – which led to a better deal at Fry’s so all is well…

But, I wanted to find out more about the game itself and found this review. I’m sure you’ll hear more post-Christmas regarding our Nintendog journeys. This article does a great job of showing how Nintendogs tapped into a underserved need in the Japanese marketplace – dog ownership. Dan talks about this as a key element in good game design. I might extend that to a key element in good Product design – a marketing lesson for every product manager.

Lost Garden: Nintendogs: The case of the non-game that barked like a game