Bridging the Gap
Having a vacation is great. Having three days between arriving back home and heading back to the normal routine is even better, so JG and I planned a couple of days cushion our re-entry into the real world.
JG has taken these few days to binge himself on video games and watching the Masters Golf Tournament. In a way, I understand because going back to teaching antsy students is rearing its ugly head and he doesn’t get to blow off steam with video games too often. This golf tournament only comes up once a year and it seems mean to deprive him of it. Even so, it’s irritating to lose television rights for almost two consecutive days when the screen alternates between Augusta National Golf Club and the green view from Splinter Cell night vision goggles.
And then JG said something that scared me a little bit.
“My next game system will probably be a Wii,” he said nonchalantly.
Oh, my. I am not personal fan of video games and this interactive, injury-inducing version seems to be a bit, ah, intense. JG’s little GameCube seems so docile in comparison.
Then he tells me that the Wii is better for people who aren’t naturally good at video games. “Like you,” he says. “You know how you lean to make your car in MarioKart go to the left or right? That will work for you!”
Somehow, that doesn’t make me feel better, but I’m intrigued enough to do a little research for myself. Articles from around the time that the Wii was released (conveniently in time for the 2006 shopping season) were speculative about the realistic expectations for non-gaming gamers to absorb the goodness that was the Wii. And what was the motivation for Nintendo to be so inclusive, anyway?
According to Bonnie Ruberg, of joystiq, reflected on the business and social aspects of this development:
On the one hand, it’s refreshing to see a major player like Nintendo thinking about women — not just in terms of one game, but a whole console, and with it a slew of “non-girly” titles. It’s also encouraging to see female players linked with innovation, something the video game industry as a whole needs desperately. Women have finally made it onto the larger marketing map.
At the same time, some female gamers are understandable bothered by claims like the ones Reggie made for the Wii. First off, women players already do exist; we’re right here. It’s just that, until we bring in the big bucks, we don’t seem to matter. Second, women are people, full grown adults who can make decisions for themselves about what they like or dislike — video games included. Telling them what they’ll play, so the argument goes, is insulting to their ability to make choices.
I can understand that. I wouldn’t normally play video games, but what - I need some dumbed down version that would be more palatable, is it? Bah!
Stories from my friends have been more convincing to me than all of the hype. My non-video-game-savvy pals tell stories of their Wii experiences, none of which include bleeding or bruises. They say it’s fun! They’re not bad at it! Their families and friends enjoy playing together and watching one another. So, maybe this is something to consider.
When I check out all of the developments detailed at Wii Rally, it’s clear that this whole thing moves faster than I can keep track. So, maybe this isn’t a bad idea, entirely. I’m open to having fun, you know.
I’ll just make sure that I lay claim to the TV when there’s something good on HGTV.
couples, video games, different interests, Wii
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