Entitled said:
IamLEAM1983 said:
So what? You are just pointlessly arguing about terminology here. The "friends list" on a console is exactly for the type of relationships that you described, it's an euphemism for online acquaintances and fans and communities. It isn't just for letting your significant loved ones on it, but for all these vague online connections.
So yeah, technically that might not fit the traditional definition of friendship, maybe calling it "peers list" or "partners list" would be more linguistically accurate, but your comment pointing that out adds nothing to the discussion of why such a list is arbitrarily limited.
Because God forbid we touch on a tangential subject, right? *sighs*
I've already said I understand what the actual aim of the video is. I know what's really being addressed is the industry's inability to see past items that have been part of the design culture for the last six years or so, now. I don't see how my stepping aside a bit while acknowledging the actual issue is a bad thing. Let's get back on track, though, before the apparent uselessness of my comment is brought up again...
This is the gaming industry we're talking about. It's a landscape where things calcify and become dogma because if you so much as remove the archetypal User from its comfort zone - shit, son, you're compromising our ability to make money! You can't touch a single thing or approach innovation seriously, because that runs the risk of upsetting the entire house of cards.
It's a case of Design Culture getting upstaged by Corporate Culture. The moment we'll get that fixed, we'll see bigger Friends lists and other fun things. Unfortunately, this requires a software engineer from somewhere in the Big Three's Console Dev department to realize that, hey, that limitation's actually pretty arbitrary! We could fix that, couldn't we?
Unfortunately, I think every console dev has more pressing matters to think about. I think this is kind of why we're not seeing a whole lot of innovation: iteration and perfecting existing concepts seems to be the rule of thumb. I'm pretty sure that in the wide and long list of design checklist items to be revised, there's about three dozen things more pressing than the Friends issue. New stuff tends to pop in once the current formula's been cornered or when the market feels pressured. Remember how Sony and Microsoft reacted to the Wii's motion control scheme? Initial dismissal, sure, but give it a few years and whoops! Move and Kinect. Gee, I wonder why that is...
I figure there's progress being made and Corporate Culture can't ever *completely* upstage inventive design - but it's bound to be a slow process.