Showing posts with label branding. Show all posts
Showing posts with label branding. Show all posts

Sunday, October 15, 2017

Cubes and Lawyers don't mix.

So there have been a few odd developments in the legal side of cubing of late. The original legal history of the Rubik's cube was a bit mixed-up and checkered, but most of that was over by 1980.

Back in 2012, Rubik's tried to block DaYan (one of the first companies making improved 3x3x3 cubes) from exporting cubes and there were a few instances of cubes being destroyed at customs, and DaYan experimented with using an alternate color scheme or unassembled kits as workarounds, but for whatever reason this was short-lived and DaYan was back selling regular cubes by late 2013.

There was also some issues in the EU with Simba Toys of Germany, where Simba felt that the function of the puzzle should only be a patent and not a trademark, where Simba went through a 10-year legal battle with Seven Towns, the company in charge of administrating the Rubik's IP. I have seen differing accounts of the winner of the legal battle, but only because Rubik's likes to talk about the EUIPO  decision, (European Union Intellectual Property Office) and that was later overturned by the ECJ (European Court of Justice).

The two new problems are a little closer to home for Americans.

The first of two recent problems is that Rubik's brand is suing Duncan Toys and Toys 'R' Us. This is about trademark, and not the patent.

I had always assumed that the reason Target and Walmart never sold other brands of cubes is that they had a distribution deal with Hasbro and/or Seven Towns to sell real Rubik's cubes and didn't (and weren't going to) have a deal with the other manufacturers. In the last few years, the only other cube-like puzzles that I've seen in the big box stores have been the toys made by Meffert's, like the  Skewb Extreme, The Molecube, and the Gear Ball and Gear Cube puzzles.

However, I was not entirely surprised at Duncan's recent entrance into retail cubing. (You should know Duncan from their excellent Yo-Yo products.) The Quick Cube wasn't released until just a few years ago, and well after the expiration of Rubik's patent. (Applied for in 1975, granted in 1977, it should have expired in 2002.) Unlike DaYan or Simba Toys, Duncan already has a great grasp on the toy store market in the US.

I really like the Duncan Quick Cube, because at $5 it's an easily obtainable starter cube, and it's a much faster cube right out of the box than a Rubik's brand cube is. With a little bit of silicone lubricant, it's an even better cube, and I actually bought a handful of Duncan cubes for other people in an effort to start them off cubing with something decent. With a Rubik's brand cube, especially now with the tiled redesigned model out, it's not exactly a comfortable cube for beginners. More emphasis was placed on making a Rubik's brand cube not able to be tampered with or disassembled and a lot less emphasis was placed on smooth turning, so I couldn't recommend it. If you really want a Rubik's brand cube that works well, it takes months of breaking in for it to have a chance to be comfortable, and some of them get really loose and catchy by then. On the other hand, if you're the sort of person that thinks you're going to turn the cube so hard that it's going to pop apart and you feel compelled to eat one of the pieces but might accidentally choke on it, then by all means stick to the Rubik's brand cube.

The other lawsuit is that Rubik's brand is suing TheCubicle, an online speedcubing retailer. It's disappointing, while not entirely surprising. Since TheCubicle does some assembly and customization and is inside the borders of the US, it makes them appear to some as an infringing manufacturer and not just an import company.

I would have to imagine that nobody that buys from TheCubicle is trying to get a Rubik's brand cube, and anybody that even knows about TheCubicle is well aware of the difference between a Rubik's brand cube and other brands of cubes. Sadly, all suing TheCubicle seems to be doing is driving a wedge between speedcubing hobbyists and the Rubik's brand.  I find this rather sad because speedcubers are what have helped keep the Rubik's cube one of the most popular toys of all time for this long. We have long been emissaries for cubing, when all Rubik's has done in the same time period was make the same product with very little improvement and no effort to make a premium product for speedcubers. They're still using the same design for their 4x4x4 cubes that they were using in 1982 that still has the same design flaw it's always had while other companies have made vast improvements in the mechanism. Their current 2x2x2 is better than their 80's 2x2x2 only because that was such an exceedingly low bar to clear, and many could argue that the new 3x3x3 is actually worse for speedcubers as it allows no corner cutting whatsoever and is too variable in quality right out of the package.

I can understand Rubik's desire to protect their trademark, but as their patent has expired it should have been logical for them to expect to face some competition in the marketplace. While I don't know how much these lawsuits have cost them, I have to think that they could have fostered more good will and maintained more sales by designing better cubes - both for beginners and for the speedcubing crowd. It would have again given them some measure of patent protection, and cubers wouldn't be in the awkward position of not being able to recommend the product of the original designer.


Monday, August 25, 2014

Why Comic Books and Coffee Mugs Prove I Don't Understand Feminism or Marketing.

I want to be able to say that I'm not sexist. I'd like to think so. Every once in a while, something will set me off and I tailspin into some remarkable rabbit hole of self-loathing that makes me think that either I'm some sort of naive idiot or some evil monster.

This time it was a coffee cup.

I saw Guardians of the Galaxy a few weekends ago, and I really liked it. That's not really noteworthy, since it would seem that lots of people went out to see a movie that most people would have laughed at the premise of ten years ago. In fact, it's so many people that it's the number grossing summer film in the United States. In an effort to be additionally supportive, and to give me a frequent reminder of the film, I purchased a coffee mug that has four of the characters from the film on it.

So now I hear Peter Falk's voice in the back of my head going "Sorry to bother you, but there's one thing that I don't understand there. Aren't there five members of the team in Guardians of the Galaxy?" (For those of you too young to get the Columbo reference, just have a look on youtube.)

Who's on the coffee mug? Well, Star Lord has to be on the mug. It's practically his movie from start to finish. The bounty is on him, it's his spaceship, and it's his mixtape. Rocket and Groot are on the mug because they carry a lot of the jokes in the film. Drax is on the mug because he's awesome and nothing goes over his head. (Side note: Drax is so awesome that they also have a mug that's just him. I presume that the marketing department thinks that coffee drinkers identify with Drax.) I ask my wife while we're in the store - "Why isn't Gamora on the coffee mug?" - to which she wittily replies, "Gamora doesn't need coffee." She's not a fluff character in the film, by any means. She gets lots of screen time and several awesome action sequences.

So, then I start considering possibilities and the rabbit hole starts opening up on me. First, I think that they really did leave Gamora off of the mug because she's a girl, but then that would imply that the marketers think that comic books fans, especially ones that drink their own coffee but go the movies won't be accepting of her. Then I think - but I noticed that she was missing, and aren't I part of the intended demographic of both the movie and the coffee mug? So then that means I must feel guilty that a woman wasn't included, when women wouldn't actually want her to be on there to be objectified, so I'm bad for trying to introduce gender into a discussion that it shouldn't even have been in in the first place? It's not like the marketers can be wrong - after all, any time I don't get a commercial it's not because it's a bad commercial, it's because I'm not the intended demographic.

Don't comic books play into male adolescent fantasy a little too often for women to not be included, even if they're present for obstensibly the wrong purpose?

Then I think about it some more - Gamora is being played by the same actress that plays Lt. Uhura in the new Star Trek Films, and the lead Na'vi character Neytiri in James Cameron's Avatar. Is there a coffee-drinking man or woman that watches science fiction films that would decline to buy a coffee mug if she was on it? I think not. At a certain point, I have to abandon trying second-guess a feminist viewpoint and go back to trying to see the fan viewpoint. They're a team, she's on it, she should be on the coffee mug.

There's contact information on the bottom of the mug for the company that made them. Since it's here in America, I guess I will try to talk to them.

Let's try this in the contact form and see what happens:

I recently picked up one of the Marvel's Guardians of the Galaxy coffee mugs from my local Wal-Mart retailer and opted for the "Character" mug over the "Drax" mug just to have more of the characters but I was still a little disappointed that Gamora was not included. I have been often reminded that I don't really understand marketing.  In those cases where I don't understand the marketing it's often the case that I'm not the intended demographic anyway. I don't actually drink coffee, but I got it for my wife who does. We're both over 40 and have a couple of kids and we all enjoyed the movie.  So - is it because I'm not the standard demographic for this product, or is it because of some marketing reason that I'm unlikely to understand that Gamora's not on the "Character" mug? (Or is there some simple explanation that I've entirely overlooked?)

I'll follow up on this post when I get some sort of a response from the mug manufacturer.


Saturday, August 23, 2014

Cubing in public, and breaking cube news

Having had a number of long days and odd situations at work, I was faced Friday with the prospect of having to take a long lunch so I didn't put myself into unauthorized overtime. I brought my good stickerless DaYan with me, and went to go run some errands to make the most of my lunch hours.

I had intended as my first stop to go to Home Depot and find out if they could sell me a prefabbed kitchen drawer to replace my blown-out silverware drawer. Particle board is not amenable to being re-drilled that much, and it had several stress failures in it. I discovered at Home Depot that they don't do kitchen cabinets the same way that they used to. I remember it being more like IKEA, where if you want a particular setup, they say, "Go get 4 drawer kits, one Base A, Two Base G's, and a Door M and N." Now, an entire section is a pre-assembled piece and you just have to fit them together, and the drawers are done completely differently now. Smartly, the rollers are underneath the drawer instead of hanging off the sides, so gravity doesn't act to misalign the mechanism.  I made a couple of laps around the furniture section, hoping to catch someone's eye so I could ask the stupid question to which they were going to answer "No" to, but the only employees that I was able to engage either were in other sections or the sniper guy in the front of the store that I wasn't going to talk to because I wasn't particularly interested in whatever special offers he had today.

Feeling down for having flunked out of the first errand, I walked over to the TigerDirect in the same plaza. Instead of avoiding the salespeople, I brandished my cube and walked right towards them. When the first person said "Hey - Rubiks' Cube!" I knew I was going to be good to do my three minute schtick. I managed to finish off a 27 second solve, talked to them about Will Smith learning to do the cube for ha movie, the fastest current time, the basics about the Fridrich method, how the corners first method is different, how algorithms work, and how learning how to do two moves with a single had motion improved my time. After the demonstration, I got someone to direct me to a good keyboard because I had gotten tired of the overly flat Dell keyboard that comes with the new computers that my company has been rolling out. They showed me a Microsoft Ergonomic 4000 and they had it for $35, and I was pretty darn happy about that. I even did a little bit of my cube demo a second time for the cashier who rang me up since nobody was in line behind me and they seemed interested.

After I got done with that, I went down to the Gamestop up the street. I found a used copy of Killer is Dead marked at $8, but it rang up $16. The cashier was nice about it and split the difference, so I got it for $12. While he was figuring it out, I did a little bit of my cube routine for the line that had formed behind me. During part of my schtick, I had mentioned to the cashier that I usually had my cube with me for when I had to wait in line at places instead of playing Angry Birds, and I got a sort of a hipstery I-didn't-think-anybody-still-played-Angry-Birds response from him. That's a sentiment that's not unexpected from the general public, but I found it slightly unexpected from a game store employee. This is Gamestop after all - if people weren't playing old games they wouldn't be making enough money to be in a strip mall every 15 miles all over America.

So, having forgotten several items on the list, I found myself at Walmart later that evening to get a couple of the things I couldn't manage to get elsewhere. Our local store is being remodeled, so everything is out of place. Towering shrink-wrapped pallets fill the rear aisles, the newly redesigned parking lot doesn't have cart corrals in the right places, the back-to-school section is two narrow corridors of doom and destruction, support posts block the traffic flow of the most used cash lane of the store, turkey pans are assisting with the air conditioning system, and if anything new came in the store you would only find it by accident.

Last night's accidental discoveries were some of the Star Trek series of Hot Wheels cars and a newly redesigned Rubik's cube!

The packaging is clear plastic on top to show the cube inside, with an insert on the bottom that mentions that there's a new smoother mechanism and on the other side that there's a new Rubik's cube app on Google Play and the Apple Store. The cube is shiny - at first I thought that it was just redesigned stickers but it turned out to be embedded plastic tiles. This is not the first time that a Rubik's cube was done with tiles, but the plastic tiles on the 80's cubes were thicker. These new tiles are recessed. I have not been able to disassemble the new cube as I find the mechanism is rather stiff. It may have a spherical mechanism similar to the Void cubes and the 80's Rubiks' Revenge, or it may just be that there are spherical feet. It is not suited for speedcubing that I can tell, but perhaps some breaking in will do it some good. The only information that I had found about the new cube was on the Hasbro page.  I had one face that I couldn't turn that well for ten minutes or so, and then with a firm grip on two layers I was eventually able to turn it. I couldn't tell if it was hung up or there was a piece of plastic flash, but now I can hear a rattling piece of plastic inside the cube when I shake it. Since I can't wear down or delaminate the stickers and they're widely available, I suppose I could silicone this one without fear. If the silicone lubricant works, it would be the first time in a long time that I can carry around a real Rubik's cube without having to apologize for it.

Friday, June 20, 2014

Change happens -OR- When lefty is not right.

Getting a new game console has seemed like an upheaval every time it's happened. For a long time, I was only concerned with Nintendo consoles, so it was simple enough to tell when it was time to get the newer console.  At a certain point, they stop making the games you want for the console you have, and the effort goes into making the games you want for the console you don't have yet. However, near the end of a console cycle, it's very easy to amass some of the titles you hadn't played for a quarter of the price you might have paid otherwise. In the Nintendo and Super Nintendo era, that usually meant pawn shops and yard sales, but in subsequent generations that also meant clearance bins and record stores and game stores. So, the end of each console cycle meant weighing your amassed collection against how much you wanted to play the new games.

Now if there's only one specific game series that you play, then it's usually child's play to make the determination, since you just play your old system until the game you want comes out for the new system. This is especially true for system exclusives like Nintendo's Mario, Zelda and Metroid series games, Sony's Gran Turismo games, or the Halo series on XBox. At the other far end of the spectrum, if you have more money and time than everyone else, it's also very easy since you can just get each console when it comes out and pick up whatever you find interesting at the time. If you fall somewhere in the middle (which most of us do) and play a variety of games but aren't in a position to get or even have time to play everything, then usually the decision to get a new console and which console to get is tied to the point at which you can afford a new console but you can no longer afford to be left behind on a particular game series. For example, I played a lot of Street Fighter on the Super Nintendo, but when the next generation of consoles came out Capcom made no effort to make them for the Nintendo 64 since it was a style of game not well-suited to the N64's controllers or hardware. So, the other systems got Street Fighter versions but not the N64, and I eventually got my hands on a Playstation so that I could continue on in that series. When Street Fighter continued on to the Dreamcast, however, I was not compelled to get a Dreamcast since there weren't enough of the other games that I was playing available for that system. The Playstation 2 had a lot to offer at that point, it played all my existing Playstation games, and it also doubled as a DVD player so I couldn't find a way for the Dreamcast to outweigh the PS2's benefits.

My Wii tanked completely at Christmas of last year, months after having done a laser module replacement myself. There were a lot of things my kids were still playing on it, even though I had started getting all of the new LEGO games for my Sony Playstation 3 instead of for Wii. I couldn't have regrouped fast enough to pick up a WiiU at that point, and we still had plenty of things to play on PS3. So, I started figuring out when I could get one.

My tipping point for the WiiU was Pikmin 3. The Pikmin series is fundamentally about managing a group of entities, the bipedal but flower-like Pikmin, to complete tasks on your behalf. Different Pikmin types are able to perform different types of tasks and some tasks can be performed by all of the Pikmin. These tasks include finding parts to repair your ship, collecting treasure, and collecting sustenance.

I really enjoyed Pikmin 1 and 2, and I still like to go back and play the challenge mode boards on Pikmin 1. As both Pikmin 1 and 2 were on the GameCube and largely overlooked by mainstream gaming since the words "Theft", "Duty" and "War" were not in the title, I was a little surprised that Pikmin 3 made it to the WiiU. As it turned out, Pikmin was relatively well-received among people who were already buying other Nintendo first-party titles. I suppose that Captain Olimar's inclusion in Super Smash Brothers Brawl allowed him to be introduced to a few more people, and Nintendo followed up with revised Wii versions of Pikmin 1 and 2 to take advantage of the Wii's control scheme.

On the WiiU, there's even an interesting control scheme that takes good advantage of the Game Pad controller and its touchscreen controls.

If you're right handed.

They worked out a control scheme that involves the two left triggers, the left analog stick, and the d-pad, used in conjunction with the stylus in the right hand. It has a lot of functionality, but no option to mirror the controls to the other side. If you still have your Wii controllers, which I did, you can use a Wiimote and a Nunchuck controller and control the game identically to the Wii Play Control versions of Pikmin 1 and Pikmin 2.

The map on the Game Pad works better if you don't need glasses at all, or if you need glasses for everything. I don't really need glasses to read with, but I need glasses for distance. It's not like I could just push my glasses down my nose and look down at the Game Pad. However, once I started using the Wiimote + Nunchuck controls, I put the Game Pad back in its cradle so I could look down at the map and have it be approximately the same distance away from me as the TV is.

I'm going to have a hard time explaining this to my ophthalmologist.

Saturday, June 22, 2013

This is what a dry twig sounds like.

I got a marketing call the other day, and it was the third attempt by someone to find out what stores I had recently shopped at and what I liked about them. They got about halfway through the first sentence of their script, and I told them -

Now listen here. If you want to measure customer engagement, I understand that and it would be really great if the store manager came up to me once in a while and asked me about my shopping experience, but instead some consultant has sold them on the idea that they need to sell third party surveys and all it's doing is trying to create a revenue stream for the consultant out of thin air instead of finding out if you have engaged customers. Why should I talk to you? I don't have a relationship with you. I'm not inclined to tell you anything. You know what, this is something that I've been mad about for a long time and you really shouldn't bear the brunt of that so I'm going to hang up the phone now.

*Click*

I admit, I kinda snapped like a dry twig there.

What makes me even more mad about third-party surveys and information gathering is that the stores have made the information completely useless most of the time. Sprint is the worst offender that I can think of in that regard, but there are other stores that do the same thing - the employee has something at stake if the survey results are not perfect, which leads to store associates and phone support people having to end the call with "Please give me a perfect score when they call you for a survey or else they'll torture me in a pit full of rabid slugs and light jazz".

Do you want to find out of you have engaged customers? The best way is to find out what they want, yourself, so that you are in a position to deliver a good customer experience if that's actually possible. Everybody has a few customers that will complain no matter what you do, and a few customers that have unyielding brand loyalty that is hard to shake, and those represent the statistical far ends of your customer spectrum. For everyone else in the middle, I'm not convinced that a third-party survey that's likely to polarize the data is the best way. The perceived problem with asking customers yourself is that they're likely to say everything is fine, until it isn't, and that's another way that the data is skewed. Consider the two scenarios - taking the time to know your customers yourself and enhancing your knowledge about the people you provide goods and/or services for, or paying a bunch of people that don't really know your customer at all to sit on the phone and annoy them? Another advantage you have gathering information yourself is that you know more about each customer's history than the dude in a cube farm reading off a script does, and it will be easier for you to combine what the customer says and what the customer does into a clearer picture of who they are as a customer.

Now after that, if you still really want survey data, just get the data and don't find a way to skew it before you look at it. Don't put yourself in a situation where employees have to bias the data by telling the customers how to answer it - how the survey is answered depends on how your customer interprets the questions, and since the goal is to learn things about your customers, let the answers tell the story on their own. Results are going to be analog, or digitally sampled analog, but not digital.

At this point I'd like to give a big shoutout to my local GameStop, for easing up on the scripted prompts when they talk to me and actually talking to me to find out what I like.

Monday, March 11, 2013

The perils of innovation. In a can.

I was reading the other day about the forces that hinder companies from real innovation and I was a little bummed out by the idea that most companies have become so risk-averse that it creates very few actual improvements. It got me thinking - what would happen if Edison had worked in today's economy? How long would they let Edison tinker with finding a commercially viable solution for the light bulb before they fired him and defunded his project? Would we have looked at William E. Sawyer vs. Thomas Edison and seen the same things that we see with Apple and Samsung now fighting over the finer points of their respective technologies?

Now, I do see the point of incremental technological improvements. We are always improving our computing capability by making new processors that can do more with the same or less power. We work on improving the cost to manufacture solar cells, so that it can become a technology with wider adoption. Chemical improvements are being made with batteries to make them larger and more reliable. These things can go on as planned, and we eventually reap some small reward from it, but it would be nice to see some real innovation once in a while. It's also possible that real innovation is going on behind the scenes however slowly, but thanks to the protective nature of companies and new products we don't see it particularly often. They're scared to hint at anything that might turn out to be a failure. About the only time we see high-profile failures any more are movies, cars, and food - but these failures are more failures of fashion than function. You may not want to drive an Aztek, but the car failed in the marketplace because it was ugly, not because it had rampant mechanical problems. I was going to cite a movie example here but Ben Affleck has taken enough heat about it already so I don't want to pile on. (Correction: One of my editors said that with Ben's recent Academy award win for Argo, maybe I shouldn't make an obtuse reference to Gigli. After all, Ben didn't write or direct Gigli anyway. ) So, I'm going to skip straight to the beverage part.

In an attempt to try to get soda drinkers to resist the temptation of drinking coffee in the morning, Coke and Pepsi have tried to find ways to leverage their own brands. Coke's last attempt at this was in 2006, with Coca-Cola BlāK which was discontinued by 2008. Pepsi had taken a swing at this a couple of times with the regular flavored but more caffeinated Pepsi AM (1989) and the coffee-flavored Pepsi Kona (1995?). Both of Pepsi's attempts were just as short-lived as Blāk was. So by now, Coke and Pepsi may have realized that the real holdouts that don't drink coffee in the morning are people that drink energy drinks, people who drink juice in the morning, and people that drink Mountain Dew. Both companies make energy drinks now, and both companies have had major juice brands in their portfolios for a long time. But, Pepsi can't help but feel that they still have an untapped market, so their new innovation is Mountain Dew Kickstart.

There are two flavors, "Orange Citrus" and "Fruit Punch". I opted for the "Fruit Punch" only because I found that most of the Mountain Dew flavor variants that I have had over the past several years that said "citrus" on the label have been a little bit too tangy for my taste. (I liked LiveWire, and they discontinued it, so I figured that it wasn't going to go my way.) It did not really taste like what I expected, as what I had heard previously about this drink was that it was "Mountain Dew + Juice". While it is true that there is juice in it, there is much less sugar in it. The 16 oz. can is 80 calories, while 16 oz. of regular Mountain Dew or juice would be easily 220 calories. After a cursory check of the label, it would appear that the sweeteners include HFCS, white grape juice concentrate, acesulfame potassium, and sucralose. There are some B vitamins in it, as well as the obligatory inclusion of glycerol ester of wood rosin without which I presume it can't have a Mountain Dew label on it. It does not have the thick mouth feel that Mountain Dew usually does, it was like a low-calorie sports drink in that regard. It might be useful to note that my wife described the beverage on first taste as "Mountain Dew + Gatorade". Coca Cola's sports drink Powerade adds B vitamins, Gatorade does not. I'm not entirely sure how much the B vitamins or the potassium contribute to the taste. There is also 92 mg of caffeine, 20 more than you would get in 16 oz. of Mountain Dew. Would I drink it again? Probably not - and certainly not for breakfast. It's cheap caffeine, but I could easily get cheap caffeine that I actually wanted to drink in other ways, and at the correct dosage.

Disclosure - I typed this entire post under the influence of most of a can of Kickstart. I had to backspace a lot more than usual.

Tuesday, February 15, 2011

A clear case of fatigue.

The long time music game series Guitar Hero is getting the ax. Should I have said 'axe'? I guess it's no surprise. It's the same reason that we're not buying Tony Hawk Skateboarding games like it was 2001. It's game fatigue.

Colored dots come streaming down a screen, and you play the dots as notes in time with the music that your are listening to via a guitar-like plastic controller, and it's basically the same from Guitar Hero 1 on. From Guitar Hero 1 to Guitar Hero: Warriors of Rock, not counting DJ Hero or handheld releases, that was 12 games in the span of almost five years - from November 2005 to September 2010. What makes that even more ridiculous is that Guitar Hero (2005) and Guitar Hero II (2006) were the only releases of their respective years, which means the last ten games were crammed into the last three years of that. By comparison, the last ten Mario games stretch all the way back to 1988 - although that's only Mario platforming games and doesn't count all the sports titles, Super Smash Brothers, or Mario Party games.

Of course, it's no coincidence that Activision took over the series from the original developer in 2007. Harmonix had been purchased by MTV Networks/Viacom right after Activision acquired RedOctane. RedOctane was the other half of the original Guitar Hero/Guitar Hero 2 dream team, the half involved with the plastic guitar controllers. Harmonix went right to work on a conceptually identical competing game, Rock Band which added drums, bass, and vocals to the existing guitar paradigm. Guitar Hero was quick to add the other instruments in an effort to keep up.

In an eerie parallel to the previous Tony Hawk situation, Activision brought in developer Neversoft to work on Guitar Hero once they took it over . Also, similar to the Tony Hawk scenario, they dedicated themselves to cranking out sequel after sequel. I'm not sure about Tony Hawk in this respect, but a real problem with Guitar Hero is that playing it against an opponent doesn't do anything for its replay value. Once you really learn the song in Guitar Hero, that's pretty much it. The competitive aspect shoehorned into Guitar Hero 3's so-called 'guitar battles' helped put me off of Guitar Hero for good. Well, some of you would say - but Guitar Hero is so much fun at parties when there's a group playing! That's correct - but that's cooperative, not competitive. So probably there are a bunch of agreed-on songs that everybody likes, and you play those, and that's about it. If you do it again, the experience is largely the same. Even in a platform game, it's harder to replicate the experience exactly and additional playthroughs may yield some new area you didn't find the first time, and it's not like there would be a hidden alternate ending of a song if you changed one chord at a certain point to something that wasn't on the screen. Well, there could be, but since a musician thought of it instead of a game designer, it can't be in the game. There aren't new special moves to learn, or an added-in character in the new version that forces everyone to re-learn all their strategies, or a game-changing new weapon to try. If you want a new song, that might be something genuinely new, but it's a lot of work for something that only a few will purchase as a download, and many will resent as a standalone release.

At a certain point, I would guess that fans of the music game genre were starting to wonder if they should run down to their local Guitar Center and pick up some guitar stands. If you had the original PlayStation 2 Guitar Hero guitars, they didn't work on PlayStation 3, so you might have been better off buying new guitars with the sequels. If you switched to Rock Band at some point, you had to buy new guitars for that, also. Then, the newest Guitar Hero games included super Expert Plus modes for even more plastic button pushing, and Rock Band fights back with MIDI-compatible instruments with more realism and little 25-key keytar. Did I mention that there were drumsets? Do you even have enough room to set up a fake plastic drumset where your game console is without moving a couch or a bed? I wonder how many people opted to set up their Guitar Hero rig in a garage so that they could get the full garage band experience. Also, did these new little faux-garage bands take advantage of the newer features of the Guitar Hero games? Are these the sort of people that would get extra mileage out of the game by creating their own music? At a certain point, playing Guitar Hero makes me just want to practice real guitar more instead of playing to the canned tracks - perhaps they could have garnered my favor with a substantial version of "21st Century Schizoid Man" in Guitar Hero 3 instead of waiting until Guitar Hero 5.

At a certain point, I think the audience was sick of paying over and over again for ostensibly the same experience every time. There's a sweet spot - games like Perfect Dark (that Rare made right after GoldenEye) and Super Mario Galaxy 2 have it - where all the things that you wished that you could have put in the first game end up in the second game. It was the same experience, but better, richer. Once you get past that sweet spot, it seems like some publishers just crack the whip on the developers for frequent sequels to get the short-term cash in lieu of building a long-term brand.

So, dear readers - what game genre or brand will get ruined next?