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Towards the end of the second video, 3:50-ish they mention how Nintendo is being anti-competitive by fully controlling what (and how) software can run on their
by lxe 6y ago
Towards the end of the second video, 3:50-ish they mention how Nintendo is being anti-competitive by fully controlling what (and how) software can run on their systems, and their reasoning is "quality control". Sounds familiar?
- kmeisthax 6y agoNintendo literally invented the App Store model.
- schoen 6y agoI have the impression that the NES was the first device whose manufacturer tried to license the developers of compatible software. Does anyone know an earlier example?
- sokoloff 6y agoActivision ended up paying Atari royalties on VCS game sales, but it's not clear if you'd consider that an attempt to license 3rd party devs or a reaction to ex-employees who quit because you treated them poorly and the royalty was the result of a court battle not a mutual negotiation.
- kens 6y agoThe TI-99/4A home computer (1981) restricted software to licensed vendors through a lockout chip. This was one factor that led to the failure of the TI-99/4A.
- schoen 6y agoHuh, I hadn't been aware of that example. But Wikipedia seems to think that the lockout chip came in in 1983 in a revision of the TI-99/4A design and that earlier models didn't have it. In that case, it might be roughly tied with the NES.
- tadfisher 6y agoThe NES shipped in limited quantities in 1985. The Family Computer shipped in 1983, and it lacked any sort of lockout technology, leading to the proliferation of unlicensed games in Japan and ultimately the development of the 10NES system for the North American NES.
- kevingadd 6y agoyes and no, I think. The aggressive gatekeeping might have been popularized by them, but Xbox Live Arcade in late 2004 was probably the first mass-market implementation of that model even if iOS's store quickly became the biggest one once it launched in 2008.
- deleted 6y ago[deleted]
- brigade 6y agoThey were just coming out of the Atari crash, which in a large part was blamed on a surplus of shitty games.
- userbinator 6y agoThe 2600 was not exactly easy to make any good games with either, containing only 128 bytes of RAM and having very primitive graphics capabilities.
- senko 6y agoI had to double-check this because I was sure you must have made a typo. Indeed, it was 128 bytes: https://en.wikipedia.org/wiki/Atari_2600 https://en.wikipedia.org/wiki/Atari_2600 In that time the code and "assets" (such as they were) didn't reside in RAM (it was all in the cartrige), so this was only for a game state. Still, other home computer systems at that time (while addmittedly a few times more expensive) had plenty more ram, measuring in kilobytes!
- deleted 6y ago[deleted]