Monday, August 5, 2013

It's never too soon to talk to your kids about microtransations.

When I started playing Candy Crush on facebook, I was an anomaly. If you play into the stereotypes, it's a cutesy girl's game that looks like you ate too much stuff at Sloan's and daintily regurgitated it into gel-filled ice cube trays. I tried it because it was a lot like Bejeweled Blitz in function, but it's not on a timer so I can use the regular mouse instead of having to play lefty with a stylus to keep up with my right-handed and touchscreen-playing friends. At first, I was the only guy amongst dozens of girls. I presume that this is a microcosm of the rest of the groups playing the game, although perhaps my age plays into this somewhat. Since I can only see scores of people on my friends list, I can only see how the demographic that I'm in changes, but there are now a reasonable number of guys playing the game now as compared to before. I did find it funny a couple of times at work talking to tradespeople where they were evasive about a game that they were playing on their smartphone but I was still able to guess when they were talking about Candy Crush. Part of the reason they even mentioned it was frustration over some of the levels, and since I don't hide my affection for games in conversation, certainly they can feel like I am a person to ask about a thing like that.

The biggest frustration that I have seen is that some of the levels appear to be rather difficult without buying extra moves, but I haven't bought any extra moves yet and don't plan to anytime soon. This would appear to be a great plan on King's part (King is the company that makes Candy Crush) since typically most people tend not to buy stuff in free games. The last statistic that I had heard (and quite a number of years ago, prior to the big surge of facebook games) was that typically less that 10% of the players were responsible for over 90% of the in-game purchases in a free-to-play game. With the space a little more cutthroat and competitive, I doubt we would have access to those figures now, but I now hear about more people buying extra lives and moves in Candy Crush that I used to hear about people buying premium features in free-to-play games before. Sure, there were a few reports of kids racking up wagonloads of Smurfberries a couple of years ago,  but we can't count the under-12 crowd as a real demographic for making informed purchases.

So, how are we supposed to feel as gamers about this sort of stuff? Let's look at Candy Crush and see how it stacks up to other games.

Arcade shooters, Gauntlet, Gauntlet II, Smash TV, fighting games, brawlers, and arcade sports games - $0.25 to play, $0.25 to continue, but buy the home version and never have to worry about quarters again. The arcade versions of Gauntlet  and Gauntlet II had 4-player cabinets and ever-decreasing health. Playing through with a group of friends could cost $20 without too much trouble, and was probably a lot more than that. I picked $20 as a reference since you can pick up the console version for PS3 or XBox for that much and it includes dozens of other Midway classics. The X-Men brawler had a 6-player cabinet with a double sized display and could suck down quarters even faster. I don't recall that there was ever a good home version of the X-Men brawler on consoles but apparently you can get it for your iPhone for $2.99 now. (5 friends not included.)

Current generation console action and fighting games - $20 to $60 to play (not counting the original console purchase), add-on characters, maps, and levels cost anywhere from free (extra Portal 2 Co-Op levels) to $5 (MvC3 Jill or Shuma Gorath, each - unless you preordered the premium version) to $9 (DmC add-on Vergil levels unless you pre-ordered the original game) to $20 (Street Fighter X Tekken 12-character pack, regardless of preorder status) to $30 (Borderlands Add-On Pack). I didn't even count costumes - the character costume packs don't affect gameplay, but they can be rather expensive. Separately, there are over $40 in costumes available for Street Fighter IV, although there's a pack on Steam for the PC version that's only $14.99 for all of them.

Candy Crush - Free to play, facebook. Free to play the first batch of levels, iPad version. Can't buy the whole game at all. Five extra moves, $1. (Fine, $0.99, whatever.) Extra lives if you don't want to wait 30 minutes for one to regenerate, $0.99. Three lollipop hammers, $1.99.

Honestly, this would be like if you could buy three potions or keys in Gauntlet for $0.50 - which no one at the time would have done. They would have just slogged away at the enemies like normal. So I am going to just take my time and chip away at the game bit by bit like I'm doing. Maybe I'll call it Candy Chisel now.

Monday, July 22, 2013

Practice makes... more practice.

I was picking up my new pair of glasses the other day, and ended up explaining my take on the cube to the tech that did the final fit and one of the waiting customers there. I had done the same with the woman that scheduled the optometrists' appointments the previous weekend, and both times I was feeling really on the mark, like delivering good comedy or a convincing musical performance. I was wishing a little bit that I could get somebody else to film me doing this, just because I've never actually seen it, and I'm not entirely convinced I could just fire up a camera on a tripod and run through my schtick for nobody. Part of the reason that it's a little bit different every time is that I usually tend to tailor my responses to the initial questions, and then steer the presentation in to my standard bit when it seems right to do so. I'm not even thinking about that when I'm doing it, it just seems to go that way on its own.

At lunch the subsequent Friday, feeling confident with my new glasses, I got the "how long does it take you/what's your fastest time" questions and I started feeling a little disappointed that that number hadn't really changed much. I answered the rest of their questions and went to eat my lunch. While I ate, reflecting on my good performances the previous day, it occurred to me that it is pretty rare that I work on my speed specifically. What I tend to work on is exactly what I'm doing - explaining the Rubik's cube to people while I'm solving it. If I were using a faster solution method, I wouldn't have enough time to explain it while I was doing it. I also wouldn't have enough spare processing ability to be able to talk while I did some of the more complicated moves, especially at first when I would still be learning them.


So that got me thinking - what we practice is what we do is what we practice. Ok, so that's not worded well. Let's think about this in terms of music for a moment. If you spend all your time practicing by yourself, you can develop considerable technique but you are surrounded by a mostly comfortable situation - your roof, your room, your, idiosyncrasies, your accompaniment (if any), and your lack of an audience. You run the risk of not absorbing new input, and the challenges you face are fairly small and usually self-imposed. This is why for most players there is much value in both teaching and public performance.

The value in teaching others comes from many things. First, it forces us to strengthen our foundation of knowledge on the subject, purely by repetition. Second, we are presented with students that are approaching these ideas with (hopefully) a new mind. Sometimes the fresh perspective is invigorating to the teacher, allowing them to re-approach ideas with a new mind themselves. Sometimes the fresh perspective just helps us re-verify the ideas while we teach them to our students. Sometimes the fresh perspective makes us reevaluate some ideas and throw out some ideas entirely, but this is usually more difficult to do. Third, now we have a reason to communicate ideas back and forth. In our musical example, this would usually be some sort of musical notation. (In the cubing world, I might communicate an idea like R'D'RD'R'D2R'.) In dealing with other persons, both as students and as audience members, we are presented with the concept of hazard. Sometimes there are mistakes, and it is a necessary part of the interaction.

This brings us to the value of performance. In our musical example, we are strengthened by our interactions with other musicians, and it gives us more reason to communicate musical ideas although usually this happens in a more informal way. Instead of using strict musical notation, the ideas may be as simple as a set of lyrics and some chords to go with them. (In the cubing world, talking to other cubers at a competition, I might say, what moves do you use for the Sune and the Y permutation?) The level that the communication takes place at is usually raised by the level of skill of the participants. We are influenced by the different styles, methods, and presentations of our fellow participants, both in other groups and our own group. The outside influences add dimensions to our own ideas that we would not have had in isolation. We are also presented by more aspects of hazard. Will the microphones shock us if it starts raining? Can anybody in the back of the room hear the acoustic guitar? Are we going to remember the new ending that we just rehearsed last month the one time? Is the movie theater going to call and say we're playing too loud? (Cuber example: If I use my faster, looser cube to gain speed do I run the risk of having a piece pop out during a solve?) The best things that we learn from performance are usually not how to avoid hazard, but how to skillfully deal with it.

We must practice so that many things are second nature and we do not have to give those things our attention. We must practice so that when hazard appears we can give it our attention to minimize it. If this is not what we do, if we do not place ourselves in hazard's way, then we are ill-equipped when it finally occurs.

So, for me, for now, that means that I stick with my performance art/comedy bit/one-on-one cubing presentations, since I have a bit that's only designed for a small group of people.

While I'm thinking of it, for those of you that need to read more about the inherent hazards of musical performance, please go read my friend Nikki's blog at http://nyohshootilostmypassport.blogspot.com/. 

Sunday, July 14, 2013

A missing news tidbit, or, Data is easier to locate when it's codified.

When some guy on YouTube is juggling Rubik's cubes, it seems that I get told about it nearly immediately. I was even reminded about it the other day when I got my oil changed. Somebody saw me with my cube and told me about it - just in case I hadn't seen it. (I blogged about it here.) To be honest - it's kind of amazing to me that it only took a day or two for me to find out about it because in every minute of every day, 100 hours of video are uploaded to YouTube. It's a little bit amazing that people can find things there at all, but it's made much easier by the fact that when someone posts a video, there's usually a title, and most of the time there are keywords added and a category attached so that people that might be looking for a certain thing can find it.

So, when Edward Snowden made himself a fugitive last month, nobody told me the really important part of the story and I didn't find out about it until I caught up on episodes of NPR's "Wait Wait... Don't Tell Me!". I had to find out the really important part when Faith Salie mentioned it. Snowden took four computers, some clothes, and a Rubik's cube with him.

In his defense, if I had to become a fugitive it would be hard for me not to take a cube with me. Faced with hiding out in public parks and hotel room lobbies and warehouses and who knows where else, at least a cube wouldn't be traceable, wouldn't need batteries, and fits in your pocket (sort of). In the article they mention that he used it as an identifying trait for people he was going to meet that hadn't seen him before. This may mean that I will have to stop telling people at work that if they can't remember my name to "just ask for the guy with the cube".

So why didn't I hear about this until Faith mentioned it? Well, part of it may be that that particular facet of the story wasn't revealed at first, so maybe nobody was aware of it until a month ago, and it's my fault that I didn't listen to that episode of "Wait Wait" until this week. Why didn't I hear about it from anybody in person? It's way down in any of the stories about Snowden, not part of the sound bites, and unless you start reading the part where he meets up with the journalist from the Guardian via an elaborate scheme, perhaps you wouldn't have noticed.

It was easy enough to find in a web search - that's how I found the right part of the transcript from "Wait Wait" to link here, and it's how I found the right spot in the article from the Guardian. Once you've turned speech into text, or just have text in the first place, then you have something to work with. That gets me thinking about the part of the Snowden incident that is more likely to have the rest of you concerned but we'll have to start with a thought experiment first.

Go in a store, or some other public place, and look around. Or, think about your workplace during the day. How many people are there, and how many of them are on the phone at any give moment? One in ten? More? Less? Perhaps that's an exaggeration, so we'll aim low, and also to include people that are at home not on the phone and to correct a little for the lower phone activity at night. Let's say that at any given moment, only one person in a thousand is on the phone. (If that number seems low, give me a minute here.) So that means if the population of the United States is 316 million or so, then 316,000 people would be on the phone at any given moment. Since we're going to make the radical assumption that most of these people are calling each other and not outside the country, we're going to divide that number in half. That means that for every minute, if this haphazard model is correct, there are 158,000 minutes of telephone audio generated. That's over 2600 hours every minute - more than 26 times the amount of media uploaded to YouTube. Since it's just audio, it doesn't take up nearly as much space.  With some reasonable compression, if the phone companies wanted to store every phone conversation being made, they probably could - but they would need server capacity on par with YouTube.

Even if you think I estimated low, I still I think it's safe to say that there are hundreds and hundreds of hours of phone conversations taking place every minute of every day. What could someone do with all this data? That totally depends on their ability to search it. Right now,  speech-to-text programs are adequate for some things, especially under good audio conditions, so I'm sure it's relatively easy to have a computer do the first draft of the transcript for a well-engineered radio show. Under typical audio conditions, most speech-to-text programs would prefer a little bit of training. Once it gets worse than that, could a computer decipher the dropped packets and field noise of a poorly routed cell phone call or would they have to put a human on it? Yes, I realize that they can do profiling from the CallerID information and decide what to look at and what not to look at and narrow this down to who they really need to listen in on. However, you still have the disadvantage of not having keyword tags and a title like a YouTube video does. If someone thought they were being listened in on, they could start calling from other numbers, or start making a lot of mundane calls about nothing, or start including highly searched keywords in every phone call.  Penn Jillette references the early days of email being searched and what to do about it when he breaches this topic on his podcast. (See episode 69, "Frank and father's got nothin' to hide".) George Carlin refrences a friend of his in one of his routines who always initiated a phone call by swearing at J. Edgar Hoover since it was assumed that the FBI was listening in. (See the bit "Seven Words You Can Never Say on Television" from the album "Class Clown".)

But my point, and I seem to not have exactly made it so far, is that even if the government is technically listening in on everything I think there's a practical limit to how much they're able to pay attention to. Otherwise, somebody would have called me sooner to let me know about this Rubik's cube thing.

(Thanks, Faith.)


Thursday, July 4, 2013

Cubing in Public, Federal Holiday Edition

I suspected something was up when SuperMonkeyWife got ready in the kid's bathroom instead of ours, although I did not discover that there was a broken shower head in our bathroom until later.

My first though was that I should peruse the local drugstores. At least they're open on the 4th, and I didn't really want to go to Walmart and stand in line behind all the people getting beer and sparklers.  Since I tend not to spend more than $20 on a shower head and I didn't really need anything fancy other than having the detachable head, whatever might be at the drugstore would likely be acceptable. (If you're wondering, the part that fails on the plastic ones is the piece that you hang the detachable head on. The repeated stress of hanging the shower head back on it eventually cracks it in its weakest point. I am not convinced that buying a more expensive shower head will prolong this failure long enough to make up for the additional expense.) I asked the clerk at CVS where a shower head might be, and he walked to the aisle I already perused. Plungers, yes. Sink stoppers, yes. Fluorescent light bulbs, for sure. No shower heads.

As we're walking back towards the aisle, he noticed me twiddling the cube in my hand and suggested that he could fix it for me. I asked him how fast he was, sincerely hoping that I've found a real cuber at last, and he wasn't sure how to answer the question right away. Without waiting for him to try to formulate an answer, I told him that I average just under 40 seconds and he seemed impressed. Then I had to lay on him the heavy news that 40 seconds wouldn't even get me in the senior division and that there are kids in  California that are averaging under 15 seconds. I showed him a typical solve, and then I did a second one for his coworker up front. His coworker made the "the best I ever did was three sides" comment that I've already complained about in a previous Holiday Cubing post. However, they seemed like nice guys and I didn't feel like calling him out on the three sides thing. While I was talking to them, and they were still capably handling customers, one of their customers took interest in what I'm doing and commented about how he used to be able to do it, but he can't now. (I'm surprised that I haven't complained about that particular thing in a previous post.) He asked if I can explain it, and I went through my usual bit about the centers not moving relative to each other, and about how there's a one-to-one correspondence between the pieces and their eventual locations, and it seemed unsatisfying. He wants to know if there's like, a thing I can just tell him that will subsequently allow him to solve the cube. I tried to make clear that there isn't and explained that it took a couple of weekends for Will Smith to learn how to solve a cube for "The Pursuit of Happyness". He asked me for the cube, so he could show me that he could do a side - except that he fell victim to the classic blunder of getting involved in a land war in Asia.

No, that wasn't it.

His classic blunder was that he completed a side, but not the layer. For someone who had a) claimed to have previously solved the cube and b) had just watched me explain the bit about the centers and how they determine what goes where, I didn't expect him to revert to working without any of that information. He was also a bit shaky, having put himself on the spot, and I know firsthand that that doesn't lead to efficient cubing. As soon as he finished the side he asked about solving the rest of the cube from there, and I had to take it back from him and re-complete the side so that it was a complete layer and explained again why that had to be that way. I showed him the move to insert edges into the middle layer three times, more slowly each time and then walked him through the move the fourth time. I rushed through the remainder of the cube, eager to get out and see if the other drugstore on that corner had a shower head. No dice.

After the second shopping failure, I relented and went to Walmart.  I got a shower head, along with a few other necessities. I also poked my head in Gamestop since I was over that way. At Gamestop, instead of getting to talk to my usual clerk, I got the shift manager instead. Having the cube in my hand gave him some sort of flashback from 1981 where he won $10 from a friend of his for solving the cube. He said it took him 57 minutes and change, and I heard my usual clerk suggesting to the manager that he was just making up numbers. I had a list of games that I was considering, but I couldn't make a clear decision because the manager was too chatty and wasn't making any sense to me (although it's equally possible I didn't make any sense to him).  Thinking I needed to worry more about dinner, I leave without getting anything and ponder the idea that someone solved a Rubik's cube in just under an hour.

Assuming one had any sort of a system at all, there are only 20 pieces to solve. Let's get really crazy and suggest that they're only making one turn every 10 seconds, so an average of 6 turns a minute. So, that's a solved cube in 342 moves, or  17 face turns per piece. By comparison, the lower bound is 1 face turn per piece for the 3x3x3 cube if solved by computer. A good speedcuber is using a solution that is somewhere in the neighborhood of 45-60 turns, or 3 face turns per piece. My corners first method might be 70-80 moves, or 4 face turns per piece. The Nourse method would put you somewhere in the neighborhood of 100-120 moves, or 5-6 face turns per piece, unless you're super unlucky. So, with 17 face turns per piece, the solution must be so complicated and esoteric that perhaps it would stand to reason that you would forget it, or it was somehow an example of the Infinite Monkey Theorem, or it was utter baloney.

I will leave the determination of the scenario as an exercise for the reader.


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.

Sunday, May 12, 2013

The Importance of X, Part 3: Ueda Edition

It is a bit nostalgic to play ICO and Shadow of the Colossus again. Both of these games were designed by Fumito Ueda and characterized by a sparse visual style, overexposed lighting, and a minimal amount of dialogue. These two games are often among the first titles two be mentioned when the topic of videogames as art comes up. While the original releases of the games looked nice enough compared to other Playstation 2 games of the time, it is even better to see the remastered PS3 versions, which are both available on the same disc.

I originally played the two games farther apart than the actual game releases. I played ICO several months after it came out because a friend of ours got the game and suggested we (the wife and I) play it just as soon as he was done with it, and Shadow of the Colossus had been a Greatest Hits title for over a year or more before I played it.  ICO especially is dear to me because it was one of the few modern games that both my wife and I had finished independently, and it really resonated with us as long-time gamers in terms of it design and story. Shadow of the Colossus was beautiful and haunting in some of the same ways as ICO was, partly due to the sparse environments and the lack of dialogue. 

The last few times that we had gone to the game store as a group, my older son kept asking about the PS3 remake. I found it strange at first that my older son got so fixated on the idea of playing these games. But, I had talked about them a lot, and he had never seen the first game at all so perhaps the mystery of it was enticing him somehow. So, eventually I picked up a copy. The first night that the game got played, I had suggested to my older son that he play ICO, so that our younger son would watch him play, and relax and hopefully get some sleep. However, my older son opted for Shadow of the Colossus only to discover that it was much more intense than ICO. It took him quite a few tries to get the hang of what he was doing on the first Colossus, and I had noticed that he spent a lot of time calling his horse while he was trying to run away. As it turns out, the reason for that is that the jump button for that game (and ICO as well) is mapped to triangle instead of X, so he was trying to jump while running to go faster and ended up calling his horse instead. In the slower pace of ICO, the abnormal mapping of the jump button is less of a hindrance, and once having completed ICO, it's a little more natural to use the triangle button for jump when you get to Shadow of the Colossus.

I was thinking for a moment that perhaps this was some cultural difference, and the Japanese preferred the triangle button to the X button since the first Devil May Cry game also used triangle for jump, but I was just reading that the Japanese version of DMC uses X for jump (which, luckily they did for later US titles).

Team ICO still has one more game to do, no telling what the control scheme will be, but I am looking forward to the release of The Last Guardian (but with my luck they're going to delay it until the release of the PS4).

Addendum: Those of you who weren't sure what I was getting at about a non-standard mapping of the jump button should see the previous posts - Part One and Part Two.

Sunday, May 5, 2013

The Unbearable Intrusiveness of Marketing (with apologies to Milan Kundera)

I finally managed to make my way to real hi-def TV the other day, after having my 16x9 480p tube TV conk out on me after several years. I found a TV in a brand that I was happy with that was the same size as the tube TV that I had before. I had convinced myself that I would be perfectly fine with a 720p60Hz television, only to find that the TV I was going to get was no longer available and I had to get the 1080p60Hz model that replaced it for $11 more. My previous attempts at figuring out if I could get a 1080p television had convinced me that the difference was going to be somewhere around $130, but I apparently lucked out.  I have not put the old TV out by the road yet as it had been raining a lot and I have not found a silver Sharpie or a good Spanish translation of the phrase "Damaged Power Supply".

I was glad to be able to separate my Wii from my PS3 again, so that they weren't both tying up the same screen. Once I had it hooked up, I was excited to see the PS3 reissue of ICO and Shadow of the Colossus, and the Blu-Ray of Wreck-It Ralph. It was also nice that my younger son could go play Wii again if he didn't like what was on the PS3. With the TV conflict sorted out, gaming around the house mostly went back to normal and I would now be telling you about how much I liked ICO and Shadow of the Colossus and how much they mean to gaming and how I'm going to really enjoy playing them again and my older son will get to take a crack at ICO for the first time.

Except that I'm not. (At least not today.)

The thing that's really gnawing at my brain at the moment happened a night or two after the TV debacle got straightened out. We were trying to round up the SuperMonkeyChildren at bedtime when we got distracted by something. The Wii, which I was sure was off, was flashing its blue LEDs from the drive tray in all sorts of strange patterns in an attempt to get my attention. (Yay, it worked.) I checked to make sure that nobody had left a disk in the drive, and then I turned the TV it was attached to on to see what the heck was going on.
It wasn't already on, and I turned it on only to see that there was a message. I figured it was going to be a system message like "You played Super Smash Bros. for 1:27 and Sengoku Basara:Samurai Heroes for 4:15 - what happened to Wii Fit, you lazy slug" but it turned out to be a message from outside. Since it's nearly impossible for anyone to send a message like this on purpose thanks to Nintendo's overly protective online strategy for the Wii, I should have figured out even before I opened the message that it could only have come from Nintendo itself.

The message was Nintendo telling me that I should buy a Wii U since I already had a Wii and could use all my existing controllers on it already. My first offhand thought was sending a response that said "Well, if I hadn't just replaced my TV...", while SuperMonkeyWife just suggested I send a response along the lines of "Well, if you're buying...". What I realized was two things. One, this was the first time that I had been marketed to this way, and two, if Nintendo had been paying attention like the way it's able to pay attention now it would know that I have eventually bought almost*every console they've ever put out, just not always right away. The Wii is the first Nintendo console that had any substantial online capability, and so it's their first console that seems to be tracking aggregate gameplay data to find out what people are playing. I presume that Microsoft and Sony were already doing some amount of this for XBox users and PS2 users that played online in the previous generation - the GameCube didn't really do much in the way of online other than a handful of titles so I imagine there was hardly any reason to track usage stats.

I know that my PS3 figures out which titles to suggest to me based on what games I have save files for, so I guess it's not long before I see the same message from Sony about buying the new PS4 this holiday season. I don't think it's going to tell me that I can use my PS3 controllers, though. I'm in no rush to get a PS4 anyway. I could be a little more excited about the WiiU once Pikmin 3 is out, but ultimately if there are still games to play on the Wii and PS3 that still seems like a good thing. If I'm always looking for the next console instead of the most satisfying game, you end up with something like this:

"A person who longs to leave the place where he lives is an unhappy person." -Milan Kundera


*While I expect to eventually get a 3DS and a WiiU, there's little chance I'm going to go back and get a Virtual Boy.