VR solves (and makes permanent) the Jaded Gamer Problem

 
I've wanted to write about gaming for a few months now. 

I largely fell out of love with it during my time in Japan. You're in the wrong time zone to play with friends. Oh, but your friends are all almost 30 so they stopped playing anyway. PC gaming is a thing among expats, but I only had space for a laptop and no time, inclination or cash to build a PC. Consoles can be hard to come by if you're anti-region-locking or were ever a Microsoft owner. And the games cost $70-80 at retail even long after release. 

No wonder all anyone over there plays are crappy Android social games or portables. They're the only things that make any sort of economic sense by American standards. A shame, too, since the broadband is blisteringly fast everywhere there. 

Upon my return to the States, surprisingly little changed. I've now rid myself of a PS3 and a 360 on separate occasions out of complete frustration with their hideous user experiences. I have two friends who play PC games and they play a game I'm not interested in. So, I'm left by myself with Nintendo machines that just turn on and play games. 

Ennui sets in. When was the last time a genre was invented? My latest fascination is the latest Mario Kart. Where's the Metal Gear Solid that invents new gameplay and makes me rush out to buy a PlayStation? Where's the Gran Turismo quality racing sim that satisfies nearly every part of my car fetish and forces me to get a PlayStation 2? Where's the Yakuza that makes me get a PS3 to enjoy 30 hours of truly unique story? Where's my second rebooted Deus Ex game that's soaked in style? 

And that's just gameplay itself, to say nothing of the great disconnect that exists in gaming communities. Reddit's r/gaming is a hellhole unless you are really into dudes whose girlfriends make them Portal cakes. Online chat systems are clinics in racism and ignorance from 10 year olds. Watching games socially has awesome potential, as the great Barcraft meets and modern eSports tournaments show, but most people are just watching Twitch by themselves most of the time.

This is the Jaded Gamer Problem. The novelty wears off permanently by age 30, and the gamer retires as his free time subsides. I was about ready to retire from gaming until I have a child of Minecraft-playing age. 

But then came the research.

Michael Abrash came out and revealed the results of a lot of VR research that had happened at Valve and Oculus. Abrash, by the way, is a name a certain group of gamers know well, as he was one of the two main guys behind the Quake engine.

His recent presentation is required reading, but here's the gist: we've figured out VR in a way that gives people visceral experiences. We can instill fear of heights in a completely virtual environment that can even look unrealistic or fictional. The technical requirements are X, Y, and Z. (Note that nobody had disclosed the X/Y/Z before.) We'll see consumer-grade hardware that meets the technical requirements in roughly two years, and software is in the works.

That created a lot of believers very quickly, myself included. I, for one, was sold on the visceral aspect. Imagine playing Assassin's Creed with a fear of heights. Or Portal. Or Shadow of the Colossus and seeing just how huge the Colossi are. Or simulating Le Mans in Gran Turismo. Or hang gliding in a new Pilotwings. Everyone has a dream scenario, and suddenly it's in reach. 

That is the game-changer. Any gamer will endure whatever interface is attached to VR software or hardware for the sake of that experience. 

But things have moved incredibly rapidly. Abrash's presentation was in February. Since then - and I started writing this in mid-April - Facebook already bought the company and Abrash joined the company afterward, reuniting him with Carmack (already Oculus CTO). 

It's so easy to be optimistic and pessimistic all at once.

On the down side
Facebook's purchase is ridiculous. One of my favorite doom-and-gloom posts about the acquisition came from an old games industry hand, Raph Koster, who always has something thoughtful to say at industry conferences like GDC and DICE:

Facebook’s purchase of Oculus is the first crack in the chrysalis of a new vision of a cyberspace, a Metaverse. It’s one that the Oculus guys have always shared. It wasn’t ever about the rendering for them either. Games were always a stepping stone. It was about placeness, and Facebook is providing the populace.

There are a lot of naive thoughts about the acquisition, and I think Koster comes the closest to giving us pure truth: that the Metaverse, as created by Oculus, is inevitable, and therefore Facebook pre-emptively bought it so as to own the Metaverse.

In this day and age, we do think it's inevitable. The English-speaking world started with the novel Snow Crash in the 90s (where the word Metaverse comes from), created a new image of the world in The Matrix at the turn of the century (similar idea), and most recently published Ready Player One as a new take that presupposes American decline. And in 2009 Japan gave the world Summer Wars, a wonderful and accessible animated film that presupposes that a single company takes over the world of social networking and digital identity, and marries it with pervasive VR.

The Summer Wars version of future events is as far as Koster reaches:

Either way, no matter who wins out, it was never about the rendering. All ... of these visions have one thing in common: the servers.
 
It’s about who owns the servers.
 
The servers that store your metrics. The servers that shout the ads. The servers that transmit your chat. The servers that geofence your every movement.

The astute commentators get this far, and the ones who don't come from the world of sci-fi/anime/games instead put it in the context of Facebook's post-IPO business moves. As that story goes, FB "missed out on mobile" because revenue on mobile was down as the device ratio shifted (because Facebook's expansion was in the mobile-heavy South East Asia region, duh). Never mind that it's now 2014 and Facebook is making investors happily specifically because the company "figured out mobile." The acquisition was to make sure that Facebook doesn't "miss out on" a platform ever again. Because VR is just another platform. It was PCs, then laptops, then smartphones, then tablets, next is VR. 

There's a dystopian vision that follows, and it's tempting. Joshua Topolsky, one of the net's better gadget writers, took a stab at short-form fiction and imagined life with Facebooculus:

"Go Offworld with Coca-Cola today!" bellows a voice from a loudspeaker high above your head. "The adventure of a lifetime awaits... and all you have to do is say yes!" Offworld huh? You haven't been off of Planet Facebook yet — that could be fun. You raise your hand to the sky, pointing a clenched fist towards the blimp above. You extend your thumb upward, offering your endorsement of Coca-Cola. A simple thumbs-up. A like.

It's equal parts Blade Runner, The Circle and Ready Player One. All of which are dystopian. You already get the idea: the Facebook of today is applied to the technology of tomorrow.

Gamers are upset with the acquisition because in this scenario they lose out on their games of today with the tech of tomorrow. Gone are the Assassins and the Colossi and Le Mans - all gamers get are more branded "experiences," with a bit more Hollywood and all the product placement we're already used to. If you see an angry gamer, understand him.

On the up side
But there are two pieces left hugely missing from the picture and all the analysis up to now.

First, gadget writers like Topolsky, smart though they are, never went to business school. They'll remain blissfully ignorant of the fact that Facebook is now a multi-billion-dollar public company with investors, thousands of employees, and entrenched revenue channels. The entrenched revenue is from advertising. That is to say, Facebook is an ad company. They don't do Offworlds. They create paid installs for Candy Crush Saga. That's what investors look for now and will look for in the future.

Second, gaming must lead the way. VR is innately interactive. Suppose Peter Jackson shot Lord of the Rings in VR and you could look in any direction at any time. Where do you look? The answer is where Jackson encourages you to look, but how does he accomplish that? And what happens if you steadfastly refuse to look in the direction of the action? These are the sorts of problems that game design is used to solving. 

Moreover, gamers adopt devices much more rapidly than general consumers. GPU computation is now a field because Quake drove the adoption of the GPU. GLQuake was released in 1997, and within 2-3 years we had a recognizable GPU industry and a glut of 3D games. Video game consoles reach their adoption inflection curves on the same scale of time. Compare that to mass-market devices like DVD or Blu-Ray players. The adoption rate hits peak acceleration closer to a decade post-release.

So, compare the two "flavors" of VR. On one hand we have gaming VR, which already has work done by Valve, Oculus, and Sony and Nintendo, companies with business knowledge in interactive experience, marketing to early adopters and technical knowledge in 3D graphics. On the other, we have a hypothetical mass-market VR industry with Coca-Cola Offworlds dominated by a web advertising company with business knowledge in advertising and technical knowledge in database performance. 

One vision is more credible than the other. 

In the same way Google looks stupid chasing Facebook using Google+ when it still owns search, Facebook will look stupid chasing whatever company ultimately dominates VR when its shareholders watch for monetized app installation. If Facebook exercises control over Oculus, that company won't be the dominant player. If Oculus independently becomes the dominant player, activist shareholders will demand that Facebook spin the company back out.

The really up side
The best news possible came at the end of our news flurry: that Michael Abrash rejoined John Carmack at Oculus. Abrash and Carmack did something truly incredible back at id when they wrote the Quake engine. And, according to Abrash that work had been inspired by Snow Crash:

Sometime in 1993 or 1994, I read Snow Crash, and for the first time thought something like the Metaverse might be possible in my lifetime. Around the same time, I saw the first leaked alpha version of Doom. ... [Carmack didn't offer me a job at id] until after he had talked for a good two hours about how he was going to build cyberspace, and by that time it was hard for me to imagine doing anything else ... It's amazing what a team of ten mostly untrained twenty-somethings in the Black Cube in Mesquite, Texas, managed to accomplish – but it wasn't the Metaverse.

So now, as the story goes, the two of them are back together to achieve that dream once and for all. Abrash and Carmack both spoke independently on the capital investment required to finish the job and that Facebook can definitely provide that. 

Abrash:

For example, there are half a dozen things that could be done to display panels that would make them better for VR, none of them pie in the sky. However, it's expensive engineering. 


I have a deep respect for the technical scale that FB operates at. The cyberspace we want for VR will be at this scale. 

The fact that the dream is alive and kicking for Abrash and Carmack, and that they're working together again, should create gleeful, bounce-off-the-walls, best-E3-announcement-ever levels of hype. 

There's no reason to think that these two guys won't give the world the Metaverse.

It will solve the Jaded Gamer Problem because it has to. Old gaming buddies will come out of the woodwork and reunite in whatever the first killer app is. It'll certainly be a game: a new Minecraft, a new Quake, a new World of Warcraft. Gaming is not only the most appealing application, but it's where the R&D has been done, it's where the creative knowledge lies, and it's marketed to the group most likely to rapidly adopt new technology.

Inevitably, it will slow down and start to get boring. Think of early Facebook. Every day on the service was exciting. New people joined or a major new feature would appear. But the potential at the time felt endless. (Especially because on a college campus it was a free dating service. That helped.) Now Facebook is something we like to disconnect from, like email. Things that we once specified as hobbies (usually to the ends of the dating service) are now Liked Pages, just another ad delivery channel. VR will commercialize and get stale. Carmack put it best:

The experience is too obviously powerful, and it makes converts on contact. The fairly rapid involvement of the Titans is inevitable.

Our generation, at least, will want to occasionally disconnect from a commercialized virtual world. We'll all go back to being jaded gamers.

And if Abrash's dream comes true, the Metaverse in VR form will be "the final platform." The Jaded Gamer Problem will be made permanent.

So, gamers: we may have only one great platform launch left in our lives. Get hype.

Year in review

Back at the start of 2013, I posted a few goals. How'd I do?

-Snowboarding and hot springs in Hokkaido: close. I did Niigata prefecture, which isn't quite Hokkaido but is still great.
-Visit Korea or Taiwan: Nope. I was flat broke while living in Tokyo.
-Scale Musivu: Success! We went from (nearly) zero to 1,250 students in 2013 and launched our own service.
-Attend the F1 Japan GP: Nope. Missed in 2012 due to bad luck; missed in 2013 because I left the country a few weeks before the GP. Hoping to hit the Austin one in 2014.
-More nights out with the boys from work: Success! I drank more and slept less, and that generally helped my mood - until I crashed and burned and hated everyone at work. Still, I got out more.
-More nights out in somewhere Tokyo: Moderate success. There were one or two Sunday nights out, which were a riot, but overall there wasn't as much crazy all-nighter action as when I was younger.
-Play more games: Fail. I moved in the opposite direction despite investing in a 3DS and laptop at the end of 2012.
-Some misc. professional goals that wouldn't make sense outside Rakuten's intranet: Stopped being relevant during 2013.

All in all, that's:
4 successes
3 failures
1 misc. case

So 2013 was a minor win, after a rough 2012!

On to 2014 goals. Better late than never. I'm choosing the things I came home for, and the things on my mind when I arrived:
-More time with best friends and family
-Preserve good shape
-Scale Musivu more
-Relax a little more
-Find a new hobby stateside
-Create a more independent career

Happy 25, Web

You may be aware that it's the 25th birthday of Tim Berners-Lee's initial release of the Web.

I think I've been on it for about 20 years of that 25. I still remember the late family friend who brought home a boxed copy of Netscape and helped my family install it. That would've been around '93, mayyyyyybe '94. Windows 3.1 days, for sure.

From the first connection, I was in love. I shook with excitement about the endless possibilities about what I could find out there.

The sense of potential, of unexplored territory, has stuck with me ever since. The first times I saw strange languages used in someone else's everyday life - like Japanese - sparked a deep and insatiable curiosity. That curiosity has defined my life in the macro sense. 

Nowadays, that incredible bridging of geography is so commonplace. We're all cosmopolitan. We all know Pocky comes from Japan and we can order it from Amazon. We all know every note to every song by Frenchmen called Daft Punk or Phoenix. We watch Korean StarCraft replays and don't mind the Korean text. The Chinese all watch American TV shows, professionally subtitled by dedicated amateurs, hours after airtime in the US. There's a multilingual, multinational cultural Utopia out there, just waiting for you to click.

In my estimation, that cosmopolitanism once began as a rare spark - "Holy crap, we can do that now! The Internet is awesome!" - for each of us. For me, it was '93.

I spent an "unhealthy" amount of time on the Web as a young'un, and we now live in times when a typical job involves 8 hours seated at a computer with Web access.

Looking back a little bit, I remember that the Internet gave my high school self summer jobs (IT, Web sites) and my fun activity in the evening (online gaming). That created a career in the Web business for me that I now enjoy daily. I have occasional gripes about work - who doesn't? - but my job is my thing; it's not like I'm selling shoes all day.

Looking back as far as I can, though, show me images from my earliest days on the WWW and you'll see my face soften into a smile. You'll be taking me back to my childhood.

So this is how I'll chill.. from '93 til...
)

Happy birthday, Web. I love you.

PS - My handheld computer just turned itself on to let me know I have a message from my girlfriend in Tokyo. If I knew any of that would happen in '93, I'd have been crying tears of joy.

Nintendo's Strategy Shift: Serious, and Japanese, and Actually Kinda Bold

I meant to hit the "publish" button on this one while it was still news. Oops. Just pretend it's still January 30, when Nintendo held a press conference to discuss its strategic shifts.

Western media is largely unimpressed with Nintendo's strategic "changes" announced today by Iwata-san. Ars Technica, one of the more responsible gaming outlets, called it "a vague, confusing, unfocused vision." Geek's Russell Holly concluded that it is "a strange strategy." 

As usual, the media gives The Big N short shrift, but if you put on your Japanese Company Goggles there's plenty of reason for optimism.

Observers in the echo chamber (who may or may not be shareholders) have demanded that Nintendo put its games on other platforms for two reasons:
1. Because iPhone (hundreds of millions of devices, compared to tens or just millions of devices). Never mind that one's a phone and one is just for people who play games.
2. Because Sega left the hardware business and that's the only precedent we have for a company with strong IP that launches some dud hardware (and "Will Nintendo do something it said it would never do?!" makes for a great teaser if you're in the media business).

These are awful reasons. Nintendo asserts that its core is integration of software and hardware. And for as long as Apple fans will draw parallels to Nintendo, there's something to that assertion, and it’s one that logically precludes the aforementioned bad ideas.

Iwata-san was right to call out as short-termist everyone demanding that Nintendo chase the smartphone industry. What, you thought they'd sell great games on a platform with no controllers, or worse, try to beat Apple at its own game by building a phone? Microsoft itself builds a great phone, has a huge head start in software, is a major force in the gaming business and still can't get a word in edgewise in the cell phone market. Suggesting Nintendo do it is ignorant of market realities.

Or you thought that Nintendo would publish games on the big-dog platforms and happily let its fate fall to Apple or Google, the opaque gatekeepers who ruin small developers overnight with unexplained decisions, rejections and bans, with zero accountability? What nonsense.

What is happening with Nintendo and smartphones? That one's easy. Polygon helpfully pulled out a quote from Reggie in December in which he said the company is "constantly thinking about how to leverage mobile as a marketing vehicle." Most observers miss that one of Nintendo's core strengths is actually marketing. Nintendo Power? Pure brilliance. Nintendo Direct? Same thing, new generation. 

So the logical conclusion is: Nintendo's marketing machine will come to your smartphone. Think Nintendo Direct, think Club Nintendo, think Nintendo Network and Miiverse, think very small game experiences. Reggie himself came to Nintendo from P&G, the consumer products conglomerate. Increasing market share in shampoo or toothpaste is the work of a very well-oiled marketing machine, and Nintendo's own isn't that far off when you consider that the tone of their campaigns always speaks to the masses and never to the hardcore.

I admit, there are some places where the Iwata-san's remedies are just too weak. Better use of NFC, even the link-up with the pervasive Suica card in Japan, isn't of much interest when payments aren't that painful on a Wii U. Any reduction in that friction is welcome, of course, but you can tell it's too weak when the measures have no gameplay implications and won't make it over to non-Japan consoles.

Edit 11/9/14: Boy, did I get that one wrong. NFC powers Amiibo, aka their take on Skylanders, aka the thing that saved Activision's bacon once Guitar Hero and World of Warcraft faltered. Cash cow incoming. Moving on...

The other weak point in the armor is using health as the rallying point for areas where Nintendo is going to make your life better and more fun. Yes, wearables and fitness don't exactly have a dominant strategy yet. Yes, there are other possibilities in cooking, or education, or whatever else, like the DS did unbelievably well in Japan. Yet none of this really stirred the imagination. When Nintendo pitches a new console well it's like your brain starts pondering the possibilities based on the hardware combinations. No such pondering here, just vague products on the spectrum between shovelware and boring. 

But there was one point that was actually revolutionary, and this'll be the one that rights the ship: Nintendo's going to get smart about analytics.

In typical Japanese fashion, the point was pretty well buried. Here's the money quote from the English transcript:
Based on our [newly integrated across systems] account system, if we can offer flexible price points to consumers who meet certain conditions, we can create a situation where these consumers can enjoy our software at cheaper price points when they purchase more. Here, we do not need to limit the condition to the number of software titles they purchase. Inviting friends to start playing a particular software title is also an example of a possible condition. If we can achieve such a sales mechanism, we can expect to increase the number of players per title, and the players will play our games with more friends. This can help maintain the high usage ratio of a platform. When one platform maintains a high active use ratio, the software titles which run on it have a higher potential to be noticed by many, which leads to more people playing with more titles.
This is huge. At once, Nintendo has decided to employ analytics, smarter customer segmentation, discriminatory pricing, and social game user acquisition tactics. We've collectively spent the last several years laughing at this company for its seeming inability to handle social features or run an online shop, and in one fell swoop they've decided to pick up the parts of the Internet business that can really affect the bottom line. 

Let me qualify the last paragraph: for a large Japanese company, this is huge. As a former analytics director for another large Japanese company, I can see how this effort would have required Herculean efforts of consensus-building and shifting of mindset. That glacial pace also explains Iwata-san's exhortations about maintaining $30 DS game price points years ago in the face of the App Store's race to the bottom back in ’10.

I think that also explains why the other efforts - the "health" vertical, the low expectations surrounding smart devices, the NFC stuff, the silly quick boot feature - seem so tame to us. Japanese companies are naturally very risk-averse, so executives sticking their necks way out there on a drastic "pivot" would seem insane to an audience of Japanese investors. If you're wondering about Sega doing exactly that around 2000, know that Sega was facing bankruptcy at the time and Nintendo isn't now. 

What the "transformed" Nintendo will look like several years on is still a little unclear, in my opinion. The tame measures may not bring back the windfall that the Wii and DS gave, but Nintendo has truly chosen to double down on one of its strongest suits: its marketing.

However that new Nintendo looks in ten years' time, know this: Nintendo will still be around.

Christmas Morning

It's early on Christmas morning and naturally, the child is awake before the parents.

It's not the ridiculous excitement of presents, of course. This year I unceremoniously overtook my mom in the income column, which results in Adult Christmas.

It's the kind of Christmas where presents are small in scale - no more big ticket purchases, no more big airplane ticket purchases... really, one tries to minimize the Tickets, Purchases, and Big. The kind of Christmas where the best possible thing is to sleep in gloriously and have some good wine later in the day.

It's also the kind of Christmas where you finally appreciate that having a home, and heat, and a loving family of any size truly are blessings. I experienced life without these things at times in 2013. A lot of musicians I follow on Facebook are saying influential things right now, like reminders to be grateful for those very things, or to call the family and friends rather than texting them. 

I'm taking the vacation opportunity to write, since I've had a chance to get some rest.

While there's small presents being exchanged here at Chez Blakey, I bought my own Big Exciting Don't Want to Sleep Present.

It's a Wii U. Shocking, I know.

I created an artificial constraint for myself by plugging things in to the living room TV. While I did an amazing "stealth install" - hiding systems inside a hollow cabinet thought to be for speakers, and fully enjoying wireless controllers - I'm now limited to three HDMI cables with which to plug in all my "next-gen" goodness.

Three console makers equals three systems plugged in, right? Nope - an Apple TV snuck in and took one slot, leaving me with two consoles.

The Xbox 360 and PS3 being there were once no-brainers. But once the Wii U was plugged in, one had to go.

Gamers who know my habits could jump to the conclusion that the PlayStation 3, with its weak UX and de-unified online experience, had to go. But no! The 360 has been retired.

Ever since I got a 360 in 2007, it's been delightful. Halo 3 provided so much fun that it alone was worth the price of admission. I believe that Xbox Live Arcade truly brought us indie games, moreso than anything Steam was doing in 2007. And the Humble Indie Bundle wouldn't even exist for another three years beyond that. Sony and Nintendo also followed in Microsoft's footsteps, followed by Apple in 2008 with the App Store, yielding the entire small/indie/bite-size/$3/$10/$15/$30 world we have today. Back in 2007, I experienced indie nirvana with Lumines for XBLA, and I may hook the 360 back up offline just to enjoy that some more. 

The 360 was also the first console to evolve. Remember this?

It's the wee little young Xbox 360 interface. Back when it was just a baby Xbox.

Over the last seven years the system grew up into an awesome adult, one that worshipped at the altar of Good UX, carrying in tow the totems of Netflix and Last.fm to lead us into a streamed living room of The Future.

But like all adults, it went off and did its own thing. In the last two years - when my own unit was unplugged and I was off in Japan, a land not known for its Xbox 360s - it continued evolving in a way that no longer jived with me. The reunion this fall was like some adult reunions where you find you no longer have anything in common with someone you used to know quite well. 

Good UX was replaced with account migrations and verification codes and email confirmations. This series of events actually happened, but is in chat transcript form for dramatic re-enactment:

MS: You have to have a secondary email address for security.
me: (choose the one on file)
MS: OK, now you have to have another one.
me: Ugh. (enter in another address)
MS: OK, verify that one with the 4-digit code we sent.
me: UGH. *gets off couch, checks email* *enters 4-digit code*
MS: OK, now click the link we sent to the secondary email.
me: @#$(*@ *clicks link*
MS: OK, so verify this using the primary security email.
me: WHAT THE FUCKING HELL MICROSOFT. *clicks button to have email sent to the *first* email.*
MS: OK, we just emailed your *first* email a security code. Enter that.
me: Jesus Christ, fuck this, I'm buying a PS4. *copy and pastes code*
MS: *cleverly offers a 'I use this address often, don't ask me for more codes' checkbox*
me: is this over yet?
MS: Are you sure you want to add this secondary email?
me: YES FOR FUCK'S SAKE I'M CANCELING MY SURFACE 2 AND XBOX ONE AND GOING ENTIRELY OVER TO APPLE. KNOCK IT OFF.
MS: I'm not going to /tell/ you you're done, but you're now in an options menu and probably done and HAY 2-FACTOR AUTHENTICATION THAT'S COOL RIGHT? WOULD YOU LIKE HELP?
me: *burns a house down*
The online connectivity I once knew as "watch Netflix and download games digitally" was replaced with this strange thing. "Content" may be my least favorite word of the century. I get that people on the business side need an aggregate term for downloadable games, levels, modifications, Avatar material, music, movies, and TV shows, but abstracting all of that goodness into a wholly neutered word when facing consumers is saddening.

Worse still, this Content in the generic form took over the dashboard via advertising. Maybe it wasn't so apparent to users who stuck with the console over the last two years and watched a gradual evolution. But when I left, the dash was some common services and one banner ad. Upon my return, Content invaded with an ADD-inducing overload of videos of game footage, movie trailers, movie ads, music videos, and... where is my game collection again?

We usually refer to the console "life cycle" just as a matter of business, a matter of course, a matter of inventory. But with the 360, there has been a true life cycle: a birth, a youthful prime, a stable maturity, and a senile twilight. 

Sadly, death will eventually arrive. We've already ushered in an era where games die and are erased from availability and the collective memory. Nobody misses a failed MMO, but millions will miss World of Warcraft once Blizzard determines it's no longer worth running (I predict it'll be before 2020). Games with omniplayer features may find themselves crippled or unplayable once the servers are killed. Compare that to Mario Kart 64, which I can plug in assuming I still own a Nintendo 64 and a TV with RCA inputs. 

As with indie games, Microsoft (with publishers' blessing) will be the vanguard of gaming death. Xbox Live 360 will eventually die, as the original did before it, but could easily take with it your server access, your Content Licenses, and everything else. 

All of it makes some family time, a sweater, a pair of socks and a warm dinner sound downright refreshing.