With just under a month to go before E3, Nintendo’s plans for the Wii U and its tablet
controller is very much set in stone.
It is however still helpful to explore the reasons why
supporting more than 1 Wii U Tablet henceforth referred to as the uPad is
critical to the company’s future and the future success of the Wii U.
Before we launch into the discussion it is worth pointing out
the speculated specifications of the uPad.
The screen is widely believed be 854x480
6.2 inch touchscreen with a 16:9 (widescreen)
orientation with a fairly decent 158
dpi, putting it in range of the old pre-retina iPhone and ahead of the iPad 2.
Most people are speculating the uPad itself will be a fairly
barebones device with a screen, gyro sensor, IR, near field communications (NFC), accelerometer, a screen. li-ion batteries, and
some basic computing to receive and output the video stream. It is NOT expected to be a stand-alone
tablet.
Gameplay Options
One of the most requested features at E3 last year when the
Wii U was unveiled was for multi Wii uPad support. Nintendo did not provide a firm answer on multiple uPad support - hemming and hawing between the uPad being a pack-in peripheral not sold in
stores and the possibility that a 2nd uPad could be procured from
retailers or the Nintendo web store.
Since then, web chatter and rumours have indicated that Nintendo did hear strong feedback for at minimum 2 uPad support and they were seriously considering making it happen. Doing so would be critical for them. Allowing multiple uPad would immediately open up the
doors to at minimum 2 player games where both players have access to screens showing difference angles of action, say in a co-op mode where one had the HUD for a
vehicle while the other is using the uPad as the sniper scope.
There is understandably a major technical limitation to
multiple uPad support. Bandwidth issues
aside, the raw processing power required to draw the game as 720p or 1080p HD resolutions and then diverting power to draw at 854×480 resolutions
on each uPad would tax the Wii U beyond its intended use.
That said, there are multiple alternatives
to this, not the least of which is a letterboxed or windowed split screen solution within
the uPad stream to support multiple pads (think N64 split screen with the
resolution being cut into fractions but displayed on each uPad rather than on
the TV). The feed can then blown up on the uPad to compensate for the reduction in output feed - the loss of crispness of the feed would be a small price to pay for multiple uPad support. The video feed itself could then be surrounded by simple HUD controls/picture frame to fill in the rest of the screen.
Simpler titles like party and board games may still benefit
from multiple uPad support at full 480p resolution as they are not expected to
output taxing content.
Lifestyle / Expanded
Audience
Here’s a scenario for you.
Sister is hogging the Wii U playing Animal Crossing, but brother still needs to access the
console. The usual outcome is a
fight and parents interceding to suggest a compromise. The Wii U offers a third option.
As most if not all titles will require 1st player
to likely use the uPad, there is immediate market for a 2nd uPad
support for people in the family to access the WiiU to pull files, browse the
web, stream Netflix videos, send the user currently hogging the Wii U a message
reminder that someone is waiting to use the console, check the Nintendo
friendlists, and potentially even play simple apps while they wait.
Parents may also potentially have the option of accessing
parental controls to send their children messages that playtime is almost over, or
remotely shut off the console or block content.
Similarly, web browsing, video streaming, ebooks, strategy guides,
magazines, all content Nintendo has been rumoured to be exploring for the WiiU ,
could all benefit from a 2nd or 3rd uPad support. The content would be infinitely more appealing if accessible on a 2nd controller rather than through the main controller which will be in constant use by the gamer.
The WiiU’s asymmetrical control scheme would be wasted,
especially in terms of services, if only one person can access the rumoured strategy guides, Nintendo Power back issues and other tablet content
through only one uPad. This rules out other people using the WiiU
for these services when the console is in use by someone else in the family.
Wii U Tablet 2.0 and
beyond
This is the riskiest reason but also one with the most
possible payoff. Allowing multiple uPad
support necessitates retailing them at stores.
With retailers under pressure
from digital sales, increasing accessory sales would be lucrative win-win for all parties, and Nintendo
could use its historically good relations with major retailers to leverage uPad
sales for more favourable terms on Wii U promotions and per unit margins.
More importantly, retailing uPad means that in the future Nintendo
could theoretically release new and improved versions of the uPad with better a screen, better ergonomics, improved battery and last but not least, better internals. This future
proofing could be critical if the rumoured PS4 does have dual graphics
processors, with one dedicated for streaming content to a Sony tablet
controller. A Wii U tablet with its own
processor could provide a crucial second wind the Wii lacked.
Improving internals also bring the prospect of uPads coming
fully equipped as semi-portable devices, with a System on Chip (SoC) that allows access
to all of the DSi and 3DS eshop content allowing legacy support for a vast
library of games without draining processing time from the Wii U. One area Nintendo has done poorly is its
inability to leverage Virtual Console across all its properties. The Wii virtual console service remains a
closed garden and walled-off from the 3DS service. This has proven to be a frustrating pain
point for fans.
A Wii uPad with the internals to run at minimum NES, SNES, Genesis, TG-16 Virtual console
games plus DSi and eshop titles without drawing processing resources from the
Wii U itself could be a great boon to revive sales of older content and extend the reach of 3DS eshop titles. This could also plug into Nintendo's announced goals to retail full games digitally by providing an additional avenue for those old DS and soon to be older 3DS games to be played.
The final angle to consider is that this puts Nintendo in
the enviable position of providing a low cost tablet solution for millions of
users who have thus far stayed out of the tablet market. There is undoubtedly a market for sub $100 tablets
out there, but few people could make
much money off this market because there’s simply not enough room to pack in
reasonable processing power for under $99 while providing features people want and still provide a healthy retailer and
manufacturer margin.
As miniaturization improves, Future uPad revisions could be
a potential goldmine for Nintendo. They can manufacture uPads with improving
processors at low cost and provide a full suite of services beyond what a sub $100 tablet could offer by augmenting uPads with Wii U’s core services and processing muscle. Wii U would act as a storage device for the
uPad to access and download apps, negating the need to have a large internal
storage within the tablet itself. Similarly,
services like account data, purchases, video streaming could be managed through
Wii U while the improved uPads share the processing load for expanded services
provided. The possibilities are
limitless.
A potential scenario is a uPad 3.0 or 4.0 with the 3DS System on Chip 4 years from now. The 3DS SoC would be fairly inexpensive at that point, while the chipset itself still packs enough of a punch to do a lot of things 'good enough' while opening a new market for digital sales of retail 3DS games and 3D eshop games.
A potential scenario is a uPad 3.0 or 4.0 with the 3DS System on Chip 4 years from now. The 3DS SoC would be fairly inexpensive at that point, while the chipset itself still packs enough of a punch to do a lot of things 'good enough' while opening a new market for digital sales of retail 3DS games and 3D eshop games.
The Most Likely Outcome
When it is all said it done, it is still possible and quite likely that we will end up with one Wii U tablet per console with no plans of multiple uPad support, no plans for retail sales, and only limited availability of replacement tablets sold through Nintendo. If that is what we get at E3 next month, the console reveal will still be worth it, and even if only half of what Nintendo is rumoured to be pushing for comes true --expanded apps/services orientation for Wii U ; cloud storage; digital magazines; Nintendo Network accounts-- the Wii U will still be a console to watch with a yearlong headstart over its competitors.
But I can't help but feel a little disappointed if they ultimately fail to support more than 1 uPad per console, and fail to see that retailing uPads will be an increasingly profitable prospect for them given the profitability of the videogame accessory market. The potential for futureproofing the Wii U with future tablet revisions is just a bonus.
No comments:
Post a Comment