Subscription Gaming Services Have Ruined the Promise of Digital Distribution
Nintendo's Virtual Console Was Too Beautiful for This World
In many ways, the proliferation of digital distribution opened up the past, present, and future of videogames. Smaller studios have a lower barrier to entry for their games. Ideas that might never have made it as a physical release, even from a major studio or publisher, can find a home—and an audience—through Steam or the digital marketplaces of the various console. And, of course, retro enthusiasts get to see old favorites—and potential new favorites—return as relatively inexpensive digital re-releases. Or, at least, often inexpensive compared to the cost of hunting down physical copies from another decade to play on aging hardware not everyone has just lying around, anyway.
It didn’t take very long for the shape of digital access to gaming’s past to change and shrink shortly after it was opened up, however. In an era where subscription services like Netflix and Hulu and Disney+ are the norm for television and movie viewing, subscription services to play old videogames seem like the right (or at least, the accepted) idea. The transition away from what we had to the era we’re now entering, though, one that all three first-party console manufacturers are now partaking in after Sony’s Playstation Plus revamp was introduced, is a negative one. And puts us even more at the whims of the powers-that-be and what they decide to make available to us, and for how long.
Go back a couple of console generations ago, to when Nintendo’s Wii, Sony’s PlayStation 3, and Microsoft’s Xbox 360 all introduced branded digital storefronts—WiiWare! Minis! Arcade!—meant to show you that these digital games were a different animal than their physical counterparts. Each console would unveil, to varying degrees, retro titles. Microsoft would get the occasional old favorite from a pre-Xbox system in their Arcade store, and made some attempts at keeping the 360 backwards-compatible, too, but in neither case did this allow for a comprehensive collection. Sony made original Playstation games available for purchase in North America on the PS3 and Playstation Portable, as well as select PS2 titles for the former, but they kept the more robust, more retro-flavored games of that generation for Japan—you might not know that the PSP, for instance, was designed to emulate PC Engine (and PC Engine CD) games, because those titles weren’t available outside of the Japanese Playstation store. (And the selection of classic Playstation titles was also significantly larger for Japanese PS3 owners, but that didn’t stop me from finding a way to download Einhänder, anyway.)
The Wii, though, was comparatively loaded with retro, thanks to the Virtual Console. It had NES, SNES, Nintendo 64, Sega Genesis, Sega Master System, Turbografx-16, and Neo Geo games. It even had imports! The North American debut of two of Treasure’s finest hours, the Mega Drive’s Alien Soldier and the N64’s Sin & Punishment, both came through the Wii Virtual Console. Titles that had all but disappeared from not just shelves but also the collective consciousness found a new home there. Folks like myself, who didn’t own a Turbgrafx-16 or Neo Geo in their youth, or couldn’t go out and rent or buy every ‘90s game worth playing, suddenly had access to more games than they could have ever imagined, for just a few bucks each.
You could complain about the rate at which games were released—”just” a few per week—or which games were prioritized, but zoom out a bit and consider just how much was there, all in one place and easily affordable: everything on the Virtual Console was priced between $5 and $12 dollars, with the $12 only for the rare N64 import like Sin & Punishment—and it’s incredible that it ever happened in the first place. There were 427 VC releases on the North American Wii before Nintendo and friends stopped putting games on the service, and Nintendo made it so that these titles would also be available to play on your Wii U, should you wirelessly transfer the heart and soul of your Wii into that system. Who knows what Nintendo does in the future with regards to backwards-compatibility, but the Wii straight-up thought it was a GameCube if you put one of those tiny discs inside, and the Wii U let you press a button that transferred you to the Wii menu, and allowed you to access whatever Wii games, Virtual Console or otherwise, were stored on the system memory or a SD card. Good, user-friendly times.
In addition, if a game you purchased on the Wii’s Virtual Console also released on the Wii U’s, you would be able to buy it again at a significant discount: a $7.99 Super Nintendo game purchased on the Wii was now a $1.50 game on the Wii U, while N64 games received a drop from $9.99 to $2 even. You were basically paying for the upgrade in emulation features, like suspend points, from console to console, and didn’t have to do so if you didn’t want to, either. While the Wii U lost retro SNK and Sega support, it did add DS, Game Boy Advance, and $20 digital Wii titles, including some harder-to-find late-life releases from the latter.
It wasn’t a perfect system by any means—427 games across as many systems as the Wii had retro access to is a drop in the proverbial bucket—but it felt like the start of something, and those that still have their Wii or Wii U—or handheld 3DS, which had its own Virtual Console that included Game Boy, Game Boy Color, NES, SNES, and Sega Game Gear titles—can still play those games today. Because, and this is the rub, they were able to purchase them. That won’t work forever, considering Nintendo already shut down the Wii shop and is inching closer to locking up the Wii U’s and 3DS’, too, but so long as your console or handheld keeps turning on, you will still be able to access the games you handed over your dollars for years ago.
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