The Future of Second-Screen Experiences
Do not underestimate alternative experiences.
The future of second-screen experiences is, despite their popularity and preference, not leaderboards, friends lists, maps, and weapon selection – but as we approach the next generation of consoles, one thing is absolutely clear: second screen experiences are the future.Until recently, few developers succeeded in creating usable, interesting tablet tasks that mean something in a gameplay context. Nintendo bet its future on Wii U’s second screen, Ubisoft appears to have a mandate for all of its software, and EA’s clearly committed to the concept. Developers displayed an enormous leap in confidence at E3 2013, and justifiably so. This is the year we the landscape change. Your smart phones and tablets aren’t just support tools for AAA games: They’re part of the development DNA.
“
Engaging in something that’s already happening means much more than a separated, independent experience.Watching the city streets, helping friends in need, and hacking into helicopters with the Watch Dogs app give you the means to stay involved in its world. Creating cars in The Crew’s garage app lets you build something that’s ready the second you sit on the couch to start your next race. Flying a drone through the entirety of The Division’s New York City offers a massive space to support next-gen console players in real-time.
That’s the key: Real-time. Engaging in something that’s already happening means much more than a separated, independent experience, especially as next-gen games lean toward constant connectivity. Players can contribute to something that helps their friends, hurts their competition, and has an effect on their personal progression.
This is major stuff – consequential engagement, interaction that means something not only to you, but to various others playing in these universes. Playing with your tablet can be as significant as playing with a controller, even if you’re not directly controlling things in the same, direct fashion. Anything less is unacceptable.
Xbox One’s SmartGlass functionality struggles with this balance in particular. As an all-access portal to Xbox Live, it’s a brilliant little app, but as something that talks to games, it’s a little hit or miss.
The second-screen experience in Ryse showcases Crytek’s concentrated obliviousness to what makes a tablet useful. Scanning Achievements, searching for multiplayer matches, and scrubbing up and down leaderboards does nothing to benefit the game. Supplementary features are all well and good, and there’s never anything wrong with more options, but siding against player interaction is a severe miscalculation. Games already struggle with engagement vs. exclusion with scripted events and cutscenes, but putting a controller down and using another device to not interact with the game at hand is a waste.
This is why Dead Rising 3 is brilliant.
That’s the future of second-screen experiences – and it doesn’t sound that bad, does it?
Many went into E3 skeptical about SmartGlass and the way next-gen games integrated additional screens. Would they take players out of the experience? What do they add? What’s the point?
Looking ahead, there’s a lot to genuinely look forward to. Certain titles offer alternative ways to play the games we love and are excited for. Considering we’re still in the infancy of second-screens, we’re already off to a stronger, more promising start than motion controllers and video game cameras.
That counts for something. That’s exciting.
Comments
Post a Comment
Kindly Comment Only related to Post