Long time listener, long time CAG, first time CAG Cast commenter.
Thanks for always putting together a great podcast, you guys never disappoint. The only other podcast I listen to is Joystiq's, and it was great to hear Wombat there last week too. The audio quality of your podcasts, in part due to your great microphones, makes other podcasts just too hard to listen to--maybe u guys could make some hardware recommendations to the Joystiq crew.
I'm glad that Cheapy finally flung off the envy he felt for other shows last year, and just does what makes him happy--it shows, and it makes the podcast even better. And, I am overjoyed to listen to Wombat's expanded role. I too work in marketing/advertising (went to E3 once), and Wombat's comments, especially around the business of gaming, are always very insightful, and spot-on. Please, more Wombat.
That being said... the "weed" talk is tiresome. Like it or not, as the Premiere Internet Space Pimp, you are a role model to us all Cheapy. Less weed talk would give you more professional credibility, more guest appearances in ol school media, and more advertising dollars. Please bear your title of Premiere Internet Space Pimp with the respect it deserves.
re: Gamecube controller
This is the 1st time I have disagreed with Wombat--unless he was told by a bunch of last gen Developers that this was a primary issue. I don't think the Cube's controller had much to do with the console's challenges--button remapping by programmers is easier than the usual PC programming for multiple types of video cards. I only got my first Gamecube 2 years ago, being a reformed Sony fanboy myself, I always thought, "What a stupid controller," but I really have come to believe the Cube's controller to be one of the best this last gen. However, innovation does not always equal success, and I think the form factor of the controller, combined with the history of issues with the N64 controller, the Wavebird's lack of rumble (really bad call), and again, lack of quality 3rd party controllers, really hurt them.
While I don't purport to know all the answers, I believe the general consensus about the lack of success of the Cube were many, including, but not limited to:
-- Nintendo's poor 3rd party support--much like Activision's crying about the PS3 this gen, a small user base makes porting and profits difficult. One thing I think everyone is missing though, is Nintendo's lack of support for US and EU publishers and programmers, the same groups who Sony embraced with the PS1 and worked to extend and improve their relationships with for the PS2.
-- Online -- The East/West gaming divide easily explains why MS gets online, and Sony and Nintendo don't--internet PC gaming matured in US in age of Quake, and US companies "got it." South Korea "gets it," but Japan, in their cellphone dominated society, just don't. Sony "got it" enough on the PS2, but has really blown it with the PS3--Sony still thinks free crap like Home will be successful against Live's paid service, and that is just blind ignorance. Sure I want free, but Live is light years ahead, and Sony just can't even see it, much less react to it, and Nintendo, just avoids it.
-- Nintendo's attempts at trying to fight Sony on equal footing hurt them Rather than playing to their strengths, Nintendo spent too much time trying to convince people their grass was just as green as everyone else's. Nintendo is always at their best when ignoring the competition, and doing their own thing. I think this is one of the reasons the Wii will never come in HD, no matter what Pachter (love him) wants. One of the reasons developers flock to the Wii right now is that costs for HD game development are just too damn high. Look at the emergence of the Wii as the survival horror console of choice: Silent Hill, Ju-On, Cursed Mountain, Dead Rising, the new game from Hudson whose name escapes me, etc.. Risky IP on Nintendo's platform is far more affordable than HD game development, and this is why the experiments like MadWorld will continue, because a company won't lose its shirt if it has a few failures amidst their successes.
-- the Myth of the Console Wars--the Cube was a profitable console, made with affordable parts, and put together with Nintendo' legendary quality control--its built like a tank, even though it looks like a toy. I doubt Nintendo lost any money--they just did not make as much as Sony. But, who cares when you got Gameboy?
-- Marketing and consumer perception was a big challenge. Having a purple console did not help. Gamers from the previous gen knew the PS1 had the cool grown-up games (Resident Evil, Madden), while Nintendo kept making cartridges (like the Atari 2600, or the SNES) with Mario games. Why the hell do all 1st party Nintendo console games lack voice over dialog when optical media let's u put high quality audio on the disc?
-- Nintendo's poor management of their IP for "all ages." I think this is what Nintendo learned best from the Gamecube gen, and has applied well to the Wii. If people think your stuff is for kids, only kids will buy it. When u can change perception to all ages (ala Pixar and contemporary theatrical animation) you can expand your audience.
I'm sure there are a million other reasons, but blaming it on the controller alone just doesn't cut it.